Writhing One Problems/Suggestions
Posted: Thu Jul 19, 2018 1:06 am
I just got my Writhing One to 50 on nightmare and I gotta say he's one of the most fun classes added to the game so far.
However, there are a few issues I have with the convenience of the class.
The Worm That Walks Servant
TWTW is a very fun servant to have, and being able to equip him with so much gear makes itemization very interesting, but a few quality of life problems make him sort of annoying to use.
- Resting is obnoxious.
Assuming you don't want to wait 5 to 10 seconds in real life (and let your insanity drain to zero) each time you rest, you have to switch to the servant and use healing/regeneration infusions, then switch back. This extra tedious step really slows things down and makes it very inconvenient to play. Furthermore, that's assuming you even want healing/regen infusions on him. You may want, for instance, heroism/wild instead.
Suggestion: When TWTW is out of combat for a certain amount of turns, he'll heal rapidly.
- "Switch to Which Character?" Menu
Minor convenience issue. If you only have one thing to switch to, it should just always switch to that one thing. I'm aware that I could use F1/F2 to swap but it's convenient to have one key that switches back and forth like TAB.
Suggestion: Make it an option (switch automatically if there's only one thing to switch to).
- Default talent weight should be 10, not 1.
Minor convenience issue. Having everything be 1 by default is very inconvenient.
Suggestion: Make it an option (default talent weight).
Demented - Slow Death Category
I picked up this category early on because I like the idea of stealing abilities and wanted to try it out. However this category seems very weak and unreliable, especially for one that requires a category point, and feels slow to play.
- Digest playstyle is too slow (even for a category called 'Slow Death')
You have to find an appropriate digest target within melee range every single encounter, and that can be quite tedious. Best case scenario there just happens to be a weak target nearby you can eat, but (especially if you're trying for certain talents with Painful Agony) that's not always the best choice. Even if you do find a nice talent to use, your digestion effect ends so quickly that you'll lose it if you decide to rest before continuing.
Suggestion A: Make the Digestion effect last a lot longer so you're not constantly looking for things to eat to benefit from the effects
Suggestion B: The talent temporarily gained with Painful Agony will stay indefinitely until it's replaced by a new one
- The heroism effect from Digest is worthless
Only -257 life (at 5.2 ETL) is nothing more than a tease. Most characters run at least 1, often 2 heroism infusions that are as high as -1000 life until death, with nearly-100% uptime assuming they're used correctly. Digest's heroism effect should either be changed or removed somehow, because it's worthless even in mid-game where you can easily find a heroism infusion that's at least -500 or better.
Suggestion: Replace the heroism effect with something else more useful.
- Painful Agony selection should happen when you use the spell, not after digesting!
Having to select a spell every time I Digest something is very tedious, especially because 95% of the time I will just rest up and continue to the next pack of enemies and by then spell will be gone. However, there ARE situations where the extra phase door/rush/etc. would be super helpful so I take the time to select the spell each time despite the fact that it will rarely come in handy.
Suggestion: Digesting something with at least 1 talent should give you a "Painful Agony" Talent that requires 0% of a turn, and when activated it will open up the spell menu. This will allow you can pick which spell you need, when you need it, rather than having to pick a spell every single time.
- Inner Tentacles is inconsistent and unreliable as a means of survivability
You have to land a critical blow that gives you 3 turns of the effect, and aside from your tentacle's base crit modifier there are no talents on the class that improve critical chance, so you're gonna be relying on gear. During the effect, you only have a 20% chance per hit to gain life, and it has a fairly long cooldown of 7 seconds with a 4-point investment. The chance of this talent just totally flopping during an important fight is way too high considering that it seems like the primary reason to put ANY points into this category. IMO, survivability talents should never be this random.
Suggestion A: Change it to something more offensive-oriented.
Suggestion B: During the buff: normalize the life gain so that it's 100% chance to heal, but with less healing.
- Stolen spells (via Painful Agony) can be rather wonky
Minor complaint here. Stealing Eyal's Wrath, for instance, will treat you as an antimagic character and disable ALL OF YOUR SPELLS. Whether intended or not, it's really annoying and just makes the spell even weaker than expected. A lot of spells do literally nothing or cause lua errors, because they were not meant to be used by a player.
Suggestion: none
Just my 2 cents really. I think the class is good, but could definitely be improved.
If anyone else has any input, feel free to post it here as well, this isn't my personal suggestions thread or anything like that.
However, there are a few issues I have with the convenience of the class.
The Worm That Walks Servant
TWTW is a very fun servant to have, and being able to equip him with so much gear makes itemization very interesting, but a few quality of life problems make him sort of annoying to use.
- Resting is obnoxious.
Assuming you don't want to wait 5 to 10 seconds in real life (and let your insanity drain to zero) each time you rest, you have to switch to the servant and use healing/regeneration infusions, then switch back. This extra tedious step really slows things down and makes it very inconvenient to play. Furthermore, that's assuming you even want healing/regen infusions on him. You may want, for instance, heroism/wild instead.
Suggestion: When TWTW is out of combat for a certain amount of turns, he'll heal rapidly.
- "Switch to Which Character?" Menu
Minor convenience issue. If you only have one thing to switch to, it should just always switch to that one thing. I'm aware that I could use F1/F2 to swap but it's convenient to have one key that switches back and forth like TAB.
Suggestion: Make it an option (switch automatically if there's only one thing to switch to).
- Default talent weight should be 10, not 1.
Minor convenience issue. Having everything be 1 by default is very inconvenient.
Suggestion: Make it an option (default talent weight).
Demented - Slow Death Category
I picked up this category early on because I like the idea of stealing abilities and wanted to try it out. However this category seems very weak and unreliable, especially for one that requires a category point, and feels slow to play.
- Digest playstyle is too slow (even for a category called 'Slow Death')
You have to find an appropriate digest target within melee range every single encounter, and that can be quite tedious. Best case scenario there just happens to be a weak target nearby you can eat, but (especially if you're trying for certain talents with Painful Agony) that's not always the best choice. Even if you do find a nice talent to use, your digestion effect ends so quickly that you'll lose it if you decide to rest before continuing.
Suggestion A: Make the Digestion effect last a lot longer so you're not constantly looking for things to eat to benefit from the effects
Suggestion B: The talent temporarily gained with Painful Agony will stay indefinitely until it's replaced by a new one
- The heroism effect from Digest is worthless
Only -257 life (at 5.2 ETL) is nothing more than a tease. Most characters run at least 1, often 2 heroism infusions that are as high as -1000 life until death, with nearly-100% uptime assuming they're used correctly. Digest's heroism effect should either be changed or removed somehow, because it's worthless even in mid-game where you can easily find a heroism infusion that's at least -500 or better.
Suggestion: Replace the heroism effect with something else more useful.
- Painful Agony selection should happen when you use the spell, not after digesting!
Having to select a spell every time I Digest something is very tedious, especially because 95% of the time I will just rest up and continue to the next pack of enemies and by then spell will be gone. However, there ARE situations where the extra phase door/rush/etc. would be super helpful so I take the time to select the spell each time despite the fact that it will rarely come in handy.
Suggestion: Digesting something with at least 1 talent should give you a "Painful Agony" Talent that requires 0% of a turn, and when activated it will open up the spell menu. This will allow you can pick which spell you need, when you need it, rather than having to pick a spell every single time.
- Inner Tentacles is inconsistent and unreliable as a means of survivability
You have to land a critical blow that gives you 3 turns of the effect, and aside from your tentacle's base crit modifier there are no talents on the class that improve critical chance, so you're gonna be relying on gear. During the effect, you only have a 20% chance per hit to gain life, and it has a fairly long cooldown of 7 seconds with a 4-point investment. The chance of this talent just totally flopping during an important fight is way too high considering that it seems like the primary reason to put ANY points into this category. IMO, survivability talents should never be this random.
Suggestion A: Change it to something more offensive-oriented.
Suggestion B: During the buff: normalize the life gain so that it's 100% chance to heal, but with less healing.
- Stolen spells (via Painful Agony) can be rather wonky
Minor complaint here. Stealing Eyal's Wrath, for instance, will treat you as an antimagic character and disable ALL OF YOUR SPELLS. Whether intended or not, it's really annoying and just makes the spell even weaker than expected. A lot of spells do literally nothing or cause lua errors, because they were not meant to be used by a player.
Suggestion: none
Just my 2 cents really. I think the class is good, but could definitely be improved.
If anyone else has any input, feel free to post it here as well, this isn't my personal suggestions thread or anything like that.