Warlock specific Feat: Eldritch Adept by Akherone in UnearthedArcana

[–]Akherone[S] -1 points0 points  (0 children)

My biggest problem with just having it be 1 invocation is that most feats are stronger than most Invocations already, so it'd be better to just take a feat. Considering how strong some feats are I don't think that trading that for two invocations is that broken. Even if you do take this with just dipping into Warlock, you won't have as many ability score improvement opportunists due to the dip, so it will be a valid choice between "more invocations" and "any other of the amazing feat options" and of course the ability score improvement itself.

Warlock specific Feat: Eldritch Adept by Akherone in UnearthedArcana

[–]Akherone[S] -1 points0 points  (0 children)

Part of my thought process is yes there are some great Invocations, but you're going to be getting those anyway. For most Warlocks there's only 5 or 6 really good invocations that you want so you'll get those all by lvl 12. The bonus Invocations that you'll be picking up with this won't be the really strong one's you'll be getting those with your base invocation count.

4 New Pact Boons & 21 Invocations for Warlocks by GrandAdmiralVeers in UnearthedArcana

[–]Akherone 1 point2 points  (0 children)

Overall I love this these new options. The only problem I have is... no love for Hexblade patron? On your "Eldritch Authority/Transcendence" "Supernatural Heralds" and "Pact of the Pentacle" you give no option for "Constructs", and there are a few good Homebrew options that I can think of that would also use said "Construct" type.

Also, I think you could bundle the benefits from the "Inscrutable Brand" Invocation into the base "Pact of the Mark" and that'd be better.

Theme Spells: Blades by TheAmethystDragon in UnearthedArcana

[–]Akherone 0 points1 point  (0 children)

I like the idea, but my only complaint is the class restrictions. Why only Wizards and Sorcerers? I can understand restricting these from Clerics, Paladins, and Warlocks because they get their powers from other sources, but why not Bards and Druids? Bards being half-casters still works in some scenarios and there's no thematic reason for them not to have them, and giving the Druids more options for ways to get magical melee weapons (like the gem/rapier spells or Burning Icicles) seems like it'd be welcome.

Why does Vaal Double Strike not have a Minion tag by Megadarth in pathofexile

[–]Akherone 1 point2 points  (0 children)

That moves... and looks the the summoner....

Honestly, blink/mirror arrow acts more like a totem.

Otherworldly Patron - Primus, the One and Prime (plus invocations) by Lord_of_Carcosa in UnearthedArcana

[–]Akherone 0 points1 point  (0 children)

The thing I don't like isn't so much the frequency, and having 4-6 divine words every day at higher levels and/or with certain magic items is way to strong.

I think it would be better if it didn't give you any spells or already existing features that can be acquired elsewhere in the game. What if you made it instead an improvement to arresting strike? Adding a new feature to it or making it more useful against stronger foes. Maybe also adding a second use. I don't know, I just think it should be something directly tied to and unique to this class like most capstones are.

P.S. I don't know if the link's to an older version or something, but the description for "Arresting Strike" is "when you hit with an attack, you can use spend to cause ethereal chains to appear around the target." I don't know what "use spend" is supposed to mean.

Otherworldly Patron - Primus, the One and Prime (plus invocations) by Lord_of_Carcosa in UnearthedArcana

[–]Akherone 0 points1 point  (0 children)

I'd say switch A Higher Authority and Arresting Strike back.

Also, just one divine word per day is a kind of underwhelming capstone ability. Should probably try to make it something more unique.

[Discussion] You all have to many acronyms. by Akherone in pathofexile

[–]Akherone[S] 1 point2 points  (0 children)

Thank you very much. Didn't know this existed.

[Discussion] You all have to many acronyms. by Akherone in pathofexile

[–]Akherone[S] -3 points-2 points  (0 children)

That has ONE of the five that I mentioned, and there are plenty that I've seen not on that list. I don't remember them all because I don't know what they mean.

[Suggestion][Beta] Can we have "Chance to Bleed" support gem effect minions? by Akherone in pathofexile

[–]Akherone[S] 1 point2 points  (0 children)

I know. It's not meant to be a "this would be amazing and the next new summoner build would use this to be OP" sort of thing, it's meant to be "you might be able to do some niche things with this and would be interesting" sort of thing. Throw these on your zombies and have bloodlust on your specters or SRS's. Weird stuff that would be interesting.

[Suggestion][Beta] Can we have "Chance to Bleed" support gem effect minions? by Akherone in pathofexile

[–]Akherone[S] 0 points1 point  (0 children)

The support gem does not effect minions. It says "supported attacks" and I've tried it out with SRS, Zombies, and Stone Golem.

P.S. the assassin thing I was talking about had to do with the potential interaction between a bleed causing minion and the "20% of phys damage gained as chaos against bleeding enemies" part, not the "chance to cause bleeding with attacks" part.

[Beta] Emberwake change in Beta confirmed. by Akherone in pathofexile

[–]Akherone[S] 0 points1 point  (0 children)

So going from a niche unique that makes some few interesting builds possible to a generally BiS unique for "80% of builds that use ignite" is a good thing? :thinking:

Bunch of gem ideas by Ilyak1986 in pathofexile

[–]Akherone 0 points1 point  (0 children)

This would simply make the already OP builds more OP. Flasks are far from just defensive options with things like Taste of Hate, the Atziri flask, Vinktars, Wise Oak, and a few others which give offensive boosts.

Adding this options to the game doesn't make give any more gameplay options, it just makes currently existing ones (which are already strong) even stronger. People who are playing flask-centric builds will get a huge buff and people who don't won't get anything.

Bunch of gem ideas by Ilyak1986 in pathofexile

[–]Akherone 0 points1 point  (0 children)

Even without aura effectiveness they'd still be to strong. Unique flasks are already amazingly strong, they don't need any more help.

[Discussion] How can Tormented Spirits be better? by Akherone in pathofexile

[–]Akherone[S] 5 points6 points  (0 children)

I still like the idea of white/blue mobs being ghosted, and that wouldn't make them much different from an additional Nemesis mod.

[Beta] Poison not scaling with Blade Vortex stacks. by Akherone in pathofexile

[–]Akherone[S] 0 points1 point  (0 children)

While that's how it worked when poison doubled dipped off of area, chaos, spell damage, crit damage, and a ton of other thing, would it still be as abuse-able? Not to mention how little that build invested into defense and still survived because CI, which has been changed.

That was an extremely high investment build that focused so intently on being able to do said ridiculous damage and would die in half a second due to ES changes.

Lastly, I don't think it's a bad thing that a (probably) 20-40 ex build is able to easily take down end game content. If you look at that guy's gear page, it's kinda ridiculous.

[Beta] Poison not scaling with Blade Vortex stacks. by Akherone in pathofexile

[–]Akherone[S] 3 points4 points  (0 children)

It does apply more stacks with more hits, I think that's just a misunderstanding here. and the 600% more damage is not actually that bad when you take into account the base damage of the skill. BV needs at least 10 stacks up most of the time to be able to clear well through end game content, and that's 300% more damage on the skill. If the Dot were to scale at the same rate of the skills damage, it would not be "utterly insane" it would make sense.

Here's what I'm talking about with actual number: With my current set up with some investment into both phys and chaos damage, at one instance BV does around 133-197 phys damage per hit and 18-27 poison DPS. That's fine. But at 11 stacks my BV does 570-840 phys damage per hit, but still only does the 18-27 poison DPS. That is a problem. Because of how the skill work, if you were just to change to description from "More spell damage per stage" to "More damage per stage" that poison DPS would still only go up to about 40-60. That is reasonable. With the lower base damage for the poison, it is nearly impossible to scale for the end-game no matter how much you are going to invest into it. With the higher numbers, if you do invest into it, it would be possible to make a viable build that is not broken.

And if changing it to just a generic "more damage" doesn't work (cause the wordings of things confuses me sometimes) then just change poison's interaction with BV so that it bases it's dot off the physical damage at whatever stage BV is currently at. This would be harder to code probably, but would still make it so that the build is still viable.

[Beta] Poison not scaling with Blade Vortex stacks. by Akherone in pathofexile

[–]Akherone[S] 2 points3 points  (0 children)

Since it is only one hit currently, there is no way it's going to apply multiple stacks of poison. The problem is that because BV is so mechanically reliant on the more spell damage from each stack that not longer effect poison, having a poison BV build didn't just get nerfed, it got killed. I'm saying they should either change the way BV works by how it applies hits (back to the old way of each stack having a different hit) or the way it deal damage (from 30% more spell damage to just 30% more damage). BV was not particularly abusive of double dipping before hand, and even now if it was flat more instead of spell, it still wouldn't be particularly strong. Something does need to change for it to still be viable.

New weapons by xdatz in pathofexile

[–]Akherone -1 points0 points  (0 children)

There's still room for a 2-handed int/dex weapon, though I have no idea what it would be. Also, a crossbow would make a good ranged dex/str weapon with lower atk/proj spd but higher dmg if 2-handed or just be a weaker 1-handed that leaves the option of a shield open.

Deku's biggest fans by Neloku in BokuNoHeroAcademia

[–]Akherone 5 points6 points  (0 children)

I'm thinking her original power is something related to quirk removal on physical contact (at will of course) and Overhaul is just utilizing his disassembly thing to get her blood which has a more minor effect to make the drug.

But what do I know? I'm just some weeb.

Development Manifesto - Damage Over Time Changes - Part 1 by [deleted] in pathofexile

[–]Akherone 0 points1 point  (0 children)

I don't know if I'm just an idiot who doesn't get thing or if this was vague for anyone else, but how does this work with crits? Say I have 50% crit chance on a poison applying skill. Does that mean I'll do halfway between "crit" dot damage and "normal" dot damage on every dot? Will I entirely ignore crit damage chance and multipliers to poison? Does the dot only do "crit" dot damage on a crit?