Explosive Mist Aspect - feedback on changes and suggestions

This Aspect was way too overpowered in the previous betas given the nature of the Blood Mist skill and how you could infinitely stay immune to all damage, so I understand a lot of the changes. (CD reduction nerf, CE damage nerf, Base CD increase for Blood Mist (not sure about this one tbh)).

What I don’t understand is the change to the frequency of the explosion. It’s even less than casting it normally. In one cast you consume maybe up to 4 corpses, if you’re lucky. It feels very underwhelming and really, what made it fun was the massive explosions.

So I’d like to propose some (dare I say bold) suggestions.

  • Increase the frequency to the normal cast frequency of CE. No additional changes. This would increase the max amount of corpses consumed to something around 10 for a max CD reduction of 7 seconds. Perhaps a little increase of Blood Mist’s CD would be required in case the back-to-back Blood Mist would be too prevalent.

  • Revert the Explosive Mist aspect back to open beta, but with the entire removal of the CD reduction. This would mean Blood Mist would have a multipurpose for both damage evasion as well as creating a moment for high burst DPS, just like Bone Spirit (which is just high damage).

  • Revert the Explosive Mist aspect back to open beta, with slightly decreased CD reduction like 0.5 - 1s w/o bonuses, but change the Immunity buff of Blood Mist to a variable Damage Reduction per skill level (hard capped to maybe 30-50%?)
    This would allow the player to create builds that maintain Blood Mists form with great potential for clearing and burst DPS but no longer having the insane God Mode that came from the Immunity and still having to worry about taking damage from ranged attacks. Some of the melee damage would be mitigated from the life steal but it would not be sufficient at higher levels for instance.

Given the potential of the last build, it could be considered to classify it as a Unique instead of a Legendary.

Let me know what your thoughts are.

2 Likes

I agree with you. the aspect does not even work as intented since all the corpse on the floor aren’t detonate.
Talking about nerfing during slam cd reduction was [0.2-0.5] sec.
it was nice but the fact that you couldn’t trigger all corpses make it useless except as a defensive tool.
Since the damage and cd reduction are based on how many corpses you can spawn and detonate. that mean you have to build around those factor to be really effective and you need to spend a lot of point in it.
But it allow you one skill space to put your ultimate or golem invocation.

1 Like

I logged in to these forums for the first time ever just for this thread.
I sincerely hope they listen to this.

Explosive mist was obviously overperforming, but hitting it from every angle at once was excessive and makes the aspect practically pointless.
-Base cooldown of Blood Mist increased
-Damage of CE reduced by 33%
-Cooldown reduction per trigger reduced by 66%.
-Amount of triggers reduced severely.

At this point, even with a perfect roll on the cooldown reduction, we can at most get 2 second reduction. What’s even the point of that.

If the maximum triggers was limited to 9 or 10 during blood mist, while keeping the max roll of the Aspect at 0.7 or 0.8, you could still only get a maximum reduction of 6.3-8 seconds, which is at most about half the cooldown. And that requires a build that can generate enough corpses to do so on one of the many boss battles that has nearly no adds.

Please reconsider and try to find a middle ground between what it was and what you have made it.

2 Likes

Sadly, it hasn’t changed the slightest. It’s still shite :frowning:

1 Like

That aspect was the main reason I chose to play Necro :frowning:
It was a lot of fun in Beta… I’d like it to be a viable spec again (I don’t expect to be as powerful as in the beta, but still…viable…now it feels like you only wasted one legendary with a useless aspect)