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Second time i got invited into the experimental build, tested with the new stuff for 6 hours and would like to provide some of my feedback on it.

First of all, i personally really enjoyed omnicell, although some are just buffed up version of existing cell, they are still interesting to play with. Some of the cells changes were also interesting and could define new playstyle aswell imo. Lantern also got changed a bit but i have a few concern about it. I'll be going over my thoughts on each omnicells, cell changes and lanterns one by one.

Discipline

One of the cells that got turned into an omnicell, it still has the same lowlife aspect and an added crit-oriented ability which is stupidly broken. It remains the best for dps focused builds, working well with everything. With its built in 15% crit dmg and a stacking crit modifier that grants another 50% crit dmg and crit chance for 20 second at max stacks, adding in cunning's 30% we would be sitting at 245% crit dmg at its best. cb would get the most benefit with serrated blades, while sword, axe, pike and striker could reliable hit massive crit numbers with pulse. Besides the crit dmg, the ability "Flaming Fist" acts like a parry aswell, offering a bit of safety. The placeholder animation might make it a bit wonky and the timing is quite tricky, it still does a bunch of damage which im pretty sure would get tuned down later on. So far with how I played it, maintaining 3 stacks would be viable just for that 37.5% crit dmg and only getting 4 stacks to finish off the fight quicker.

Iceborne

Another cell that was buffed up into an omnicell, it was already a powerful cell but now its basically on steroid. Iceborne is still.... iceborne, except it works even when not at half health (which allows you to tank even more dmg). it still offers the insane survivabilty and a new ability that kind of promotes getting hit. The ice lance can deal alot of damage especially in full health, except its lock behind a rather long cooldown. Which is why it has another passive that decreases the CD by 5 sec every 5 sec, this synergise very well with axe and its superarmor mechanic, for the first time the game encourage the use of it. In the hands of a new player, its mostly used for surviving but i can see more experienced players utilising iceborne for a alternate axe playstyle. My only suggestion would be shortening the CD for the CD reset, since even purposely getting hit with superarmor still takes a while to get the ice lance up again.

Bastion

I think this omnicell was derived from the tenacious shield build? (correct me if im wrong) This one is something a little new I guess, the concept is quite interesting with building shields and using those shields for offensive purpose, the downside to this omnicell is that it can only really synergise with skarn UE, which has the same problem as tenacious. It doesn't work well with other UE or cells except skarn, it doesn't excel on its own and cant rely on any other UE to make it a different playstyle. I'll expect Pheonix Lab to buff it alittle more so that it can support itself without the skarn UE. Meanwhile the active ability is really good, although there is now a 1k limit to how many shields you can get with skarn weapons, which makes the ability not deal as much dmg. Overall, great concept but bad execution.

Windfury

ahhhh yes, the meme build. I only tested this with an axe and repeater, and the result is just funny because of how stupid of a build you'll get. Keep in mind that the passive takes in EACH mobility perk not seperate perk, basically, you get 5% from the inate perk on a armor and a another 5% from the cell. (so far with what I tested, I think this is how it works, correct me if im wrong) and so with 5 built in mobility perk and 6 cell slot, you can only get about 55% dmg increase from 33 perk eco :) . spending 33 perk eco on mobility perk for this omnicell yields less dmg increase than 6 overpower. Even with thes stacking AS buff, it is basically a meme build until it gets some buff or we get useful mobility cells.

Cells Changes

Rage and Assassin's fury

we'll start this off with the very "controversial" changes that is rage and assassin's frenzy. I can know why people hated this changes because it is the cells that made Low Life meta and Wild frenzy provides AS that is a huge QoL for certain weapons such as sword and axe. For me personally I like these changes, especially rage. Even though it no longer synergise with discipline, it can be made into a whole new playstyle aswell, think an omnicell that could be a "get hit and hit back harder" kind of playstyle, something similar to how iceborne rewards you for getting hit to pull off more active ability. Meanwhile for assassin's frenzy it just makes it so it is more accessible to all builds and not just lowlife, the only downside is that you no longer get 12.5% or 20% AS right away.

Utility cells

these cells were changed to accommodate the lantern changes aswell. Not much I can say about these except it just fits with how lantern have been changed. With only conduit and cascade remaining the same and less useful if no changes is apply to them in the future.

Lantern Changes

aye, right off the bat, im just going to say that very lantern is overshadowed by pangar. Pangar lantern has always been the best lantern to use for its hold ability, with its main purpose to apply frost proc to slow down the behemoth and expend stagger period. While drask and embermane lantern was getting used because their tap ability is useful. Now that those tap abilities are gone, pangar lantern is the best option out of the bunch. Unless the other lanterns get more changes down the road, expect most people running pangar lantern.

Suggestion

Omnicells definitely still need tuning, since discipline and iceborne felt too strong while bastion and windfury is too weak. I expect more changes to cells aswell and hope for new ones and not just replacement. Oh, and a suggestion making mobility cells useful is changing AS cells to mobility, AS is something similar to mobility after all. A few concern i do have is that 4 omnicells isn't enough of a foundation to this massive of a change to how build will be done in the future, perhaps a delay to this system to polish it out and add 1 or 2 more omnicells. Lantern changes isn't gonna cut it as for now, more damage doesn't mean we would use it, there are reasons why we use certain stuff more than the other, and that is usefulness. The increased dmg on all lanterns might sound the same but pangar has more utility than the rest.

Conclusion

Overall, I enjoyed most of these changes and expect more omnicells aswell. Omnicells solidify the playstyles we have now and provides a foundation for making builds. although it won't satisfy everyone with how people reacted to the this experimental Yikes. and to the people that is complaining that it removes build diversity, we never have much to begin with. it is basically the same thing, lowlife, fulllife, tenacious, iceborne which is about the same as 3 of these omnicells.

I don't expect Phoenix Lab to read this, but i hope it works as feedback for you guys :)

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almost 3 years ago - /u/Proteus505 - Direct link

We did read it! Thanks for sharing. This is great feedback.