Although it’s nice to enjoy “Reach” power (“Progress orbs from Nephalem and Greater Rifts are automatically picked up within 60 yards.”) the time of a season, I don’t think it should become permanent.
To me, grabing progress orbs in GRs is an enjoyable part of the game (as opposed to grabings mats in Nephalem rifts, for instance): it’s just a detail but when solo pushing, one has to be precise not to lose time to grab them (and, as a main Cruz, it feels good to grab them all at once with a Steed charge), and as a support that’s an enjoyable part of one’s tasks.
If “Reach” power was to become permanent, it seems to me there would be no point to even have progress orbs in the game anymore. So I’d like “Reach” not to be transfered to NS.
Idk what to think of “Omen: Gain immunity to crowd-controling effects”… It’s very boring to get CCed but one can chose secondaries on their gear to prevent that to a certain extent… And cc effects are a big part of the game, knowing the affixes of the elites, etc. So perhaps it should not make it to NS either.
And I’m not sure what to think of “Revelation: Gain passability”… To me, wallers are even more boring than cc effects. I probably wouldn’t mind if “Revelation” would make it to NS.
What do you guys think?
(Edit: I’m not sure the 3 powers I’ve mentionned qualify as QoL powers. I meant powers that are not direct attack or defense buffs.)
The CC mechanics in the game differ a lot from class to class and build to build (even without the altar). When you play a build that usually have a 100% superform active you hardly notice CC effects. Other classes, like wizard, suffer tremendously (unless being in Archon form for wizard).
Even with the altar it almost feels like half the time the champions I encounter playing meteor wizard are vortexing me all over the place
I’d hate to see the altar go away. And I usually always find it okay that season themes are just for season (what I dislike is that great performing builds are often destroyed in following patches!).
None of the power and toughness boosting nodes should become permanent, there’s too much power creep as it is. The CC immunity must go, managing CC is part of the core gameplay. Walking through walls must go, instead make Illusory Boots emanate.
Delete the progress globe mechanic. Killing elites alone should should provide the progress.
CC immunity and passibility are way too powerful. Never having to worry about getting locked in place, body blocked or walled in negates a huge amount of core strategy: positioning
The eternal pools of reflection makes their existence obsolete.
No level requirments on gear doesn’t make sense if the point is to upgrade with levels.
And all the damage dealt increases, damage taken decreases, surviability, etc.
The CC immunity in particular is something that should never become permanent. While one might have a decent argument for maintaining the ridiculous power creep (very questionable), there is zero valid excuse in existence maintaining a permanent CC immunity as it renders many key gameplay mechanics completely pointless.
Why have any CC mechanics if you’re always immune?
Like I’ve mentioned a lot of builds have very little problems with CC because it’s part of the build that they are immune… they don’t have to sacrifice anything to get that immunity because it’s a part of the standard build.
I’m not complaining it’s just the way it is.
That’s the CC management which is a part of the core gameplay. Whether it’s easy or hard is irrelevant, you are however not immune by default.
Many classes gain immunity by maintaining the super form 100% of the time, other builds might use Ice Climbers, etc. None are immune by default without using these methods to manage CC.
The Altar makes all classes immune to CC by default. That should never become permanent.
Looking at DH builds, for example, that easily have 100% uptime on Vengeance the CC immunity is a freebie, an extra bonus on top of everything, and there is no CC management.
Maintaining 100% uptime of the super form is the CC management, as I already said. Nothing is free about it.
Keeping the super form up 100% of the time to maintain CC immunity still requires agency from the player. It’s not automated. The immunity from the Altar is always active and requires zero agency. It’s a gargantuan difference.
I just wish the level requirement of legendary items were reviewed and some useless ones had it increased while others reduced to 11 (looking at Ninth Cirri Satchel) so we could have more gambling options at level 1.
Unless they majorly tweak weaker sets numbers, the altar should be brought over entirely.
Maybe keep out the potion powers in order to place seasonal theme powers there. (So that players can activate their favourite theme in the eternal realm - would be fine if it were single player only)
… and as I’ve already said, you don’t use Vengeance because of the CC immunity. You use it because of the big damage boost and the effect from either Seethe or Dark Heart. The CC immunity is just a nice side effect.
Irrelevant. You still use the super form to gain CC immunity. You actively use it to maintain CC immunity. You are not CC immune passively.
The Altar makes you CC immune with zero agency. Using the super form matters not, equipping CC effects negatinc items matters not and so on. It’s not the sme thing!!!
And I’m pointing out the fact that the CC immunity from the the super form, even if one considers it as a side effect, is still a choice. You have a control over it. It’s not a passive effect active at all times without your input.
The effect from the Altar is fully passive, active at all times. You have zero agency over it. It negates several existing gameplay mechanics. It is completely different what other means of CC immunity the game normally provides. No need to use super form, specific items, etc.
Funny thing is that the immunity isn’t even mentioned in the skill description. Once you change to other classes or builds you suddenly notice "What’s going on?! Why am I suddenly frozen, jailed, knockbacked, scared???
You rarely, or never, go out of the way just to get immunity. If a build can’t get it “automatically” you just live with the annoying effects, especially if you’re a close combat fighter.