I’ve tested the seasonal bonus a bit more, both in Speed and in Push with a few variants of Vyr Cold Chantodo. Here is my feedback after this experience.
In general, I’d like to get higher move speed and damage bonus quicker. If that means cutting the max stack count to 500 or 750, but scaling the damage similar as it is now (max 100%) I’d be okay with that.
I’ll reiterate the need for permanent, or extremely slowly degrading stack count. This would prevent or limit issues with players abusing dropping stack to reuse on kill effects to destroy elite packs and density.
For the on kill effects, general:
- I like that these on kill effects actually have an impact on gameplay.
- I don’t like that some of these on kill effects can be abused for purposes of clearing the rift.
- Felt spacing / pacing is fairly good between on kill effects.
- Certain effects felt very short or didn’t cover as much area as I’d hoped.
- 15 Kills: Five massive energy twisters are unleashed
I felt the twisters were really cool for a starter bonus, they stay up a long time, which is nice, and don’t always wander where you want them, making it engaging to pull your enemies into them.
Perhaps they deal too much damage for the starter bonus. Slight reduction please.
Con: Makes me miss playing Twister build on wizard.
- 30 Kills: Dark Geysers form beneath enemies
Not enough geysers, and they need to be spread out more, if possible. Increase to duration would be nice.
Can lower the damage if they last longer and more are spawned.
- 50 Kills: Exploding Chickens seek and destroy
Needs more chickens to spawn. Damage felt low compared to other effects, but I feel more chickens would solve that.
- 100 Kills: Corpses rain from the sky
Slightly longer duration would be nice.
- 150 Kills: A wide Frost Nova freezes enemies
Needs to deal some more damage to the enemies hit, or apply a debuff of some kind, making enemies more vulnerable. Seeing as it’s a one time effect, and only freezes at current.
A flat 25-40% of total health in damage to anything in range would feel amazing, or perhaps debuffing, increasing damage against that target by 50-100%.
- 200 Kills: Treasure chests fall from the sky
Loving the theme from this one and the fact that it’s a little random on chest drops.
Needs to have a significantly longer duration.
- 300 Kills: A ring of fire engulfs everything
Damage feels underwhelming for such a high kill streak bonus.
Enemies close up to the character upon spawn don’t appear to be hit all that much.
Would be cooler if multiple rings of fired off in succession, spaced a second or two apart. This would let the player aim the bonus.
- 400 Kills: Meteors hail from above
My favorite! Starfall is amazing.
Duration is really short though. Needs to be at least doubled for such a high level bonus.
Perhaps triple the duration but decrease the damage some.
- 500 Kills: Angels descend upon the battlefield to fight for your cause
Angels should not die to monster attacks.
Angels deal way too much damage to RG. Suggest limiting max amount possible damage that can be dealt to the RG by seasonal bonuses to 50% of RG health. This would make it such that it’s still a really good goal to shoot for, but not something to rely on in a push. While killing the RG in one hit is neat, it’s feels like a cheat.
EDIT (10/25/2019): On the upside, if this does go through as-is, we can play those trash centric builds that we’ve always wanted to run, but not wanted to fish RGs for, and in this sense, it does “change things up” considerably for a season, both for solo and group. Downside: some high damage, leaderboard topping builds such as LoD32/Bazooka might be able to benefit even more from this than other builds, and therefore widen the gap further.
Feels unattainable without summoner / tiny mob type and every elite pack illusionist.
Cut to 500 or 750 or so (or 666
, per Baskenater), and scale the bonus to stay the same, even at this lower amount.
Or, as mentioned previously, scale half the bonus (50%) with progression of the rift, and the other half (50%) with a 500 stack maximum.