Blood lance nerfed (or just typo) for 2.0

  • Blood Lance now always pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies beyond the first.
  • Enhanced Blood Lance Reworked
    • Previous - Blood Lance pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies beyond the first.
    • Now - After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
  • Supernatural Blood Lance Reworked
    • Previous - After casting Blood Lance 8 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
    • Now - Blood Lance deals 15% increased Critical Strike Damage and 15% increased Overpower Damage

Right now the garantee Op lance is at 6 not 8!!

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We’ll see how that works out. I think they should have transferred the “Hungry Blood” aspect into the skill tree, that would have been better than just buffing the damage output. Blood Lance basically needs at least 3 aspects to function properly: “Aspect of Gore Quills” for the automatic Blood Orb consumption, more lances and essence generation with the tempered “Blood Orbs grant x essence” affix. Then “Blood Seeker’s Aspect” to gain at least some kind of single target damage when encountering bosses in combination with Mutilator Plate. And then “Aspect of Hungry Blood” for more Lances that spread automatically from one lanced enemy to the next.

They should’ve at least consolidated “Hungry Blood” and “Gore Quills” to free up one more aspect slot. I’m sure the devs won’t introduce another item slot in the foreseeable future, so why not at least reduce the amount of aspects to make a Core Skill function properly. This way you could equip “Aspect of Grasping Veins” AND “Sacrifical Aspect” and ramp up single target DPS to a level that enables fluid gameplay without having to min/max everything. And for once you could get rid of that boring Doombringer sword - I don’t want to be forced to use that Mythic Unique just to be able to play Blood Lance in deep endgame.

It’s by far the coolest skill visually in the entire game and for some reason they decided to make it very difficult to be fun. I like the OP mechanic, but augmenting the necessary Blood Lances casts to proc guaranteed OP hits from 6 to 8, even with close to 200% additional AS, will require to rework Rathma’s Vigor to proc guaranteed OP after 10 instead of 12 second or at least significantly buffing Blood Lance base damage.

Aspect of huungry blood is a nerf compared to other aspect. I never use it. I will use the aspect wich drain your mana to boost dmg instead (great feast i think). Plus sacrificial. Both are better than hungry blood

They could buff hungry blood of course or just drop the damage nerf and combine it with Gore Quills. Gore Quills already reduces the damage compared to your initial cast lance enough as is. Not using Hungry Blood means you can’t do any AoE damage until Corpse Tendrils has pulled all your enemies together. It’s not bad, but my understanding of Blood Lance is to have them spread all across the screen and not just firing single lances (with the occasional additional lance from Blood Orbs enabled by Gore Quills) at a CC’d pack of mobs. Also, Hungry Blood helps a lot during IH and the councils.

If you need hungry blood to do aoe your not playing lance correctly.

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Please ready my post again.

I hope the “Casting Blood Lance 8 times” is just a written mistake.

Gore Quills has a hidden cap. It can consume only 3 Blood Orbs per each Blood lance cast. It would be better if it can consume 6 orbs, so the Rathma’s Vigor key passive will reset the timer immediately.

My favorite non-minion build is bloodlance… And I cant see nerfs…

I really enjoy this changes.

Now this is a standard on BL… We can (On S6 and after) select Paranormal or Supernatural BL without lose overpower guaranteed… On S5 and previously seasons only supernatural can do it, and paranormal BL seems inutile.

Agree with this. Blood Lance will be stronger than ever as you get:

a) 15%x crit and 15%x overpower damage as 3rd upgrade
b) the new legendary node
c) the new Mythic helm
d) more orbs from Blood Wave
e) whatever scaling the new glyphs provide
f) more life nodes on paragon boards (e.g. Flesh Eater), new curse board has two life % clusters
g) new multiplier passives (the one against bosses and the one while fortified)
h) rune words giving buffs like War Cry
i) chance to double cast lances (both will overpower if overpower is triggered)

Just go beyond AS break point of 2.72 APS and you won’t even notice.

It also seems Rathma’s Vigor (Key Passive) has been nerfed (guaranteed overpower after being healthy for 15 seconds instead of 12 seconds in the current state). Also, I am not sure how Blood builds in general will function since rubies will no longer give % to max life when placed into armor - meaning we will have difficulties reaching the minimum amount of max. life to reset the timer if Rathma’s Vigor.