I feel like the pros outweigh the cons here. Think of all the build diversity that opens up if we don’t have to slot vulnerability? I mean rogues and barbs are going to comment it doesn’t matter but I for one would like to open up a glyph slot and not be forced to run 1-2 skills that grant me a vulnerable window. It is a nice mechanic initially but I feel like it should be more along the lines of stagger windows. As in if they don’t change it to be additive it instead builds up and creates a window similar to stagger where a monster is vulnerable for like 3-6 seconds. Or maybe stagger gives it and we don’t have to rely on skills and all use exploit in every single build we play. I am in the belief that this change is coming regardless. The idea of them adding more vulnerable application or creating a specific unique like Convention of Elements makes me cringe to think about. I don’t know, do you feel like vulnerability as a mechanic is helping the game or just a flat version of critical strike damage that you wish you didn’t have to include.
As a barb if we don’t kill stuff in the 3 second vuln window that the exploit glyph provides, good luck procing it later. So yes, I agree that vuln should probably be changed to make way for more build diversity. It’s a big part of barbs damage, but in a super gimmicky kind of way.
Is pressure point not good? I havent played barb
It depends on lucky hit proc, which for whirlwind is extremely low. So every 1/10 hits is a lucky hit, only 30% of those will proc vuln. Quite low.
Edit: Lucky hit chance is actually 20% for whirlwind. Math is as follows
Every 1/5 hits is a lucky hit
Only 30% of those will proc vuln
Meaning you have a 6% chance to proc vuln with whirlwind every hit.
I think the way vulnerable functions is fine, but it needs to be way more easier to apply universally, particularly later in the game. Maybe make Vulnerable a side-effect of other status effects, instead of a stand-alone effect.
oh right-yeah i dont think channeled skills are procing lucky hit outside of the first instance of dmg. At least not with lightning storm on druid.
Vulnerability is badly implemented
That being said, it may be difficult to change it, making it additive would mean it is useless. Why would I use it over say Damage to XYZ, when these are much easier to have in effect and are also additive.
It would be better to keep Vulnerable as it is but provide other options that can be equal in power. What really needs to be done is to just force a lot of builds away from Vulnerable by giving them something that is just as good but suits the way they play.
This is rediculously complicated to do though as it is almost reworking every class. And then you also need to decide which classes actually keep vulnerable.
They could add in aspects that add additional avenues to vulnerability for the classes that are lacking in that area. Or uniques.
I think right now as it stands for barb, the exploit glyph is OP, but our innate way to proc vuln is worthless (6% chance, yikes). They should even things out.
Maybe give us a 10% flat chance to proc vuln from skill tree
Add another 10% flat chance from glyph
Then we won’t feel like we need to 1 shot things to actually hit vuln.
What about steel grasp?
Imo remove it completey.
Dmg to close fills a purpose, as does core/basic, as does crit. Overpower I could see being a goner as well.
More stuff doesnt make the game complex and certainly does not give it depth.
Honestly I could see all of them except Crit being thrown out. Makes it easier to balance as well.
Steel grasp would be awesome… if we could actually use it in the endgame. As barb if you’re not running triple shout, unfortunately you aren’t really progressing. So much of our tankiness, fury sustain, and damage is tied to shouts, we can’t really afford to drop them.
Or they could add more ways to get vulnerability.
This is definatly a solution, however having an aspect that every other class besides those who can get vulnerable will use does not exactly excite me as someone who wants class and build diversity.
Just allow every build to apply it in some way within their rotation. As it is very few skills do that or do it in a way that does not work for specific builds. Fire Sorc, etc.
I already said this but to reiterate they did a similar thing in diablo 3 with elemental damage and convention of elements. Literally every build used the ring because who can ignore a 200% multiplier. It throttled build diversity and well is the same thing in diablo 4 now. I think it would be better to make “lucky hit: chance to apply vulnerable for 3 seconds when dealing damage” a universal affix that can roll on any weapon slot. Not having to give up aspects, an equipment slot, or force skills into every build is the only way to make it viable.
Solving this via items is only a bad thing as it deprives certain builds of another powerful modifier. It should come from skills imho, the D3 example is evident of that.
Perhaps, however as mentioned if they do it by providing another modifier that is equal to vulnerability, and making vulnerbale only for certain/builds classes this would solve the problem. It is however a very difficult task to achieve as it actually requires changing both skills and items.
I disagree, another multiplier will just make is going into the Bs ala D3. If anything they need to streamline the game, the multipliers are not presented well by the UI and we don’t need more of them. Keep vulnerability just make it fun and easy to apply. For instance Flurry on Rogue, while not the most powerful skill prolongs vulnerability and spreads it, it’s incredibly satisfying to use. I don’t see why a fire sorc can’t have the same, lets say once you burn an enemy 3 times they become vulnerable for 3 seconds, it can work a similar way for other classes.
Complexity can be added later by making more build specific items, the game is young and with so many different modifiers nothing prevents them from doing that. People complain about a lot of the “useless” modifiers, but those will undoubtedly provide more choice and better itemization later similar to how PoE evolved.
Additive? sounds broken to me