Very grateful for all the effort that the team put into simplifying the gearing process and removing so many useless stats, stat combinations or synergies nobody would ever play.
However, one sorcerer skill must have been forgotten - the “Elemental Attunement” passive.
The tooltip says it all but let’s just recap and add some commentary along the way to underscore the problem:
- Lucky Hit - first layer of randomness and chance
- Critical Strikes only - second layer of randomness and chance
- 7% chance - third layer on top of LH and CS-only ?!?
- Affects ONE of our defensive skills - fourth layer of randomness. Also, knowing how most players have at least 2 defensive skills on their skill bars at all times and how we always have to use them on cooldown just to stay barely alive especially in the endgame, this means we have no way of ensuring that our most important defensive skill will be the one to have its cooldown reset
- Can only happen once every 10 seconds - the fifth layer of randomness and the final nail in the coffin
Whoever came up with this skill had a good idea. For builds which rely heavily on active defensive skills and are very cooldown-dependent, a proc of “Elemental Attunement” may be the difference between finishing pit level 100 successfully and losing a hardcore character with hundreds of hours of playtime on record.
The implementation, however, is horrible. With 5 layers of randomness this skill is an instant skip for any reasonable player who has basic understanding of compound probability.
@D4Devs Please take this skill out of the “Damage on Tuesdays” category and bring it into the light.