This is the same thing people thought when it was first introduced. It sucked then, it'll still suck now. No one is going to invest 100 points into this passive for it to matter.
First people would have to sacrifice CP's granting them recovery , more resources on heavy attacks or reduced costs of block/break free/roll dodge and I doubt someone will spend 100 CP into reducing someones else recovery and cut lot of his own recoverys in the procces.
Second thing is that people have to understand that Siphoner passive is not stacking between different players but is active from player who did last heavy attack on target so if You have 100 CP into Siphoner and someone have 1 CP into it and he attacks enemie with weapon attacks later then You then enemie will have recoverys reduced by that 1 CP not 100.
This change is maded because atm noone is using that CP's because it's weak and I doubt it'll be overpowered now. It MAY BE usefull but definietly not OP . Stop overreacting !
It's still *** and will continue to be *** till it's moved to a different line.
It's still *** and will continue to be *** till it's moved to a different line.
It actually can't. Players won't be giving up the blue DMG stars and the mitigation values from the red tree.
The only logical solution is to give 1-5% tied to a CP passive that's unlocked, and turn siphoner into a star that does one of the following:
- reduces block cost on target
- reduce the duration of negative effects like snares/immobilzes/debuffs/poisons(my favorite one since everyone wants snare removal a way to get rid of those everything cost reduction poisons but the there's no way to reduce them. Even if it's a 14% max star, 5% wouldn't be terrible to get or use and it would force players to actually choose between block and break free or block and negative effect reduction. )
- increase cost of target's Ultimate (similar to the poison but help builds combat blood spawn and other ulti gain).
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Live test for Siphoner
https://youtube.com/watch?v=DH3RFfNGBDk&t=5s
While I agree with everyone this is a particular wasteful tree. It only becomes useful when you are fighting a player with incredibly high regen. 25% of 1000 is 250 while 25% of 5000 is 1225. The numbers are exponential on the extreme builds and not really noticeable on the average builds. The value of pt expense based on priority of other benefits is the weight by which you the player decides.
Live test for Siphoner
https://youtube.com/watch?v=DH3RFfNGBDk&t=5s
While I agree with everyone this is a particular wasteful tree. It only becomes useful when you are fighting a player with incredibly high regen. 25% of 1000 is 250 while 25% of 5000 is 1225. The numbers are exponential on the extreme builds and not really noticeable on the average builds. The value of pt expense based on priority of other benefits is the weight by which you the player decides.
Its only useful against secondary resource stat....you knock off 1225 off a 5000 value person and they won't notice it, because at 5000 Stamina or Magicka REcovery, you're already as the extremes of resource recovery..even knocking off 750 off 3k won't be noticed most of the time.
Live test for Siphoner
https://youtube.com/watch?v=DH3RFfNGBDk&t=5s
While I agree with everyone this is a particular wasteful tree. It only becomes useful when you are fighting a player with incredibly high regen. 25% of 1000 is 250 while 25% of 5000 is 1225. The numbers are exponential on the extreme builds and not really noticeable on the average builds. The value of pt expense based on priority of other benefits is the weight by which you the player decides.
Its only useful against secondary resource stat....you knock off 1225 off a 5000 value person and they won't notice it, because at 5000 Stamina or Magicka REcovery, you're already as the extremes of resource recovery..even knocking off 750 off 3k won't be noticed most of the time.
How many does 31 points give you on pts?
On the build editor, 31 points is what you can squeeze out after taking 10% into block/dodge roll/break free and 120 pts into the lover tree.
GreenSoup2HoT wrote: »Punishes the regen builds that already have low healing nice. How about increasing block cost because its block casting heavy low regen builds that are an issue imo.
Live test for Siphoner
https://youtube.com/watch?v=DH3RFfNGBDk&t=5s
While I agree with everyone this is a particular wasteful tree. It only becomes useful when you are fighting a player with incredibly high regen. 25% of 1000 is 250 while 25% of 5000 is 1225. The numbers are exponential on the extreme builds and not really noticeable on the average builds. The value of pt expense based on priority of other benefits is the weight by which you the player decides.
Its only useful against secondary resource stat....you knock off 1225 off a 5000 value person and they won't notice it, because at 5000 Stamina or Magicka REcovery, you're already as the extremes of resource recovery..even knocking off 750 off 3k won't be noticed most of the time.
How many does 31 points give you on pts?
On the build editor, 31 points is what you can squeeze out after taking 10% into block/dodge roll/break free and 120 pts into the lover tree.
31 would be 13%. And the only reason you would find points for that is that you either do not care about blocking or dodging or just little about both and obv do not care at all about befoul, sprinting or bashing. Personally it would be for majority of people at most 6th best CP to put points into. That wont change. It has potential to some abuse in duels of zergs, but overall that star will never be interesting unless it affects every resource gain and/or we have higher CP cap.
So tt will be cancer next year. After 4 more CP increases. When everybody will have nothing to lose to shutdown 20% of regen of every medium/light build.