Pls change (buff) condemnation (and combo points)

Combo points feels clunky to use. The whole playstyle of attacking thrice for 1 core attack feels forced. It creates an awkward pause before engaging with any pack where you have to build to your attack, and in high stakes situations its dangerous. Right now the best solution if you want to play something with combo points is a bugged interaction between puncture resource generation and combo points, where each temper on jewelry will make puncture generate 1 extra point. As with a bunch of other uniques that got outclassed by tempering, condemnation is supposed to be the solution to that clunkyness.

IMO the whole playstyle would benefit from Condemnation instead of having “33% chance to generate 3 combo points”, having “generates [100 - 200]% extra combo points”. This would guarantees 2 combo points generated from 1 attack, or even 3 points at 200%.

It also need changing in power to be on pair with tempered weapons, llike Dexterity or flat attack speed instead of basic attack speed.

3 Likes

120% Agreed, and “generates [100 - 200]% extra combo points” is a fantastic idea. If they do decide to put tempers on Uniques, there’s always “+Damage per Combo Point spent” too

1 Like

I played Flurry + RF Eternal pre-S1; S1; S2 and S4 until swapping to HS this season and never had an issue using combo points. idk many rogue builds that can’t build 3pts in ~2s or less.

Single biggest issue with most uniques is they’re grossly outclassed by Tempering and Masterworking. I lose ~200+% in dmg modifiers using most uniques. Doombringer isn’t even good and I play Puncture + Andy’s now.

I don’t know any rogue builds besides this one that can build 3 points in 0.5 sec.
I played cold imbue RF before switching to victmize pen shot. It’s not impossible to build combo points, it’s a matter of playstyle. Between 2 attacks, it takes ~72 frames (over 1 second) to do the 3-1 combo with rapid + accelerating, while 1-1 takes ~35 frames with accelerating + moonrise (simply because there’s no better aspect).

Do this: make a Pen Shot Victimize build with combo points for lucky hit chance. First, try it without puncture resource generation tempers. Do helltides and pits. Then switch to puncture res gen tempers and tell me if it actually feels worse to attack faster and move faster and play faster. Still, you might not mind going slower and engaging more slowly with packs of monsters, but it doesn’t mean others prefer it that way.

Combo points specialization is more of a playstyle than a buff, because you’re pigeonholed into having to “buff” up your attack before engaging with anything that comes close to you. You’re bound to attack slower and always at a risk of mistiming your attacks by using your core skill either too early or “too late”.

But my post isn’t about what is better or worse, it’s about “hey, let’s address this by using the unique item that was specifically designed to address it”

Imo, when I think of “combos” I don’t think of x basic attacks then core. I think of subterfuge, trap, evade, then core, ie different types of abilities in different orders for another ability which is unique, think old school mortal combat/street fighter combos.

Other than bosses, I don’t think 3x basic to 1 core is really something that’s practical often enough as others have said.

1 Like

The very real problem with uniques is that most of them are so underwhelming that people never use them and that was even before season 4 and tempering. I mean if it’s going to be like this then why even bother having them in the game?