Original Post — Direct link

Hi there, I guess I should introduce myself first before I ask you to read a wall of text. I'm Bella and I started playing PoE around Incursion league. My partner wanted me to use chance orbs without me knowing exactly what they were capable of, and the first natural six link I dropped ended up being the trigger for them to urge me to use a chance orb, so I did. Then I had to try out a Scour, and I did. Of course I was made to to try again, and on this second chance orb it became The Dancing Dervish, and my love for one of PoE's most iconic unique items was born.

So first of all a primer on Dancing Dervish and its history.

As it works now, with it equipped, any kill by any ally adds a rampage stack to you. At 15 rampage stacks you see this counter, and what I call the starting fireworks start around you, your weapon slot gets disabled, and two vicious aggressive animated weapon-like minions begin cycloning as far as some of the best minion tether range around. A common way to start this was simply using various techniques to get worm flasks to recharge (Pathfinder ezmode), or have reduced flask charges combined with a belt and flasks to hit -36% charges used, in order to use 3 worm flasks 8 times (they have 3 each at that breakpoint). The current tree makes this really easy, as the flasks now count as health and mana flasks so the available to anyone health and mana flask regen nodes open up infinite sustain for everyone.

I didn't play back when it came out but when it was released it was literally a single animated weapon that basic attacked, and occasionally cycloned. It was cute and useless. I'm not sure of when exactly early changes happened, but the cyclone became constant, and there was a prophecy upgrade to double itself (I made it a tradition to always do that map double bossed) and it gained the ability to have a 25% chance to generate rampage stacks upon hitting a unique enemy. This is important to remember when we look at the changes to the sword GGG has made. It was also a hidden stat, which has sowed a lot of confusion. At some point minions also stopped benefiting from rampage.

I wont list detailed effects the game has had on individual builds, because those are a rollercoaster in many cases, but the swords stayed unchanged from 2.2ish onwards and from my end, it's been Final Boss capable since 3.2, and I actually was the deepest Delve summoner during Delve league with a depth of 702. But thats from who was visible on Ninja, so there might have been deeper other ones. But the point is, it was viable, and it was viable against the endgame with various aurabot builds. It also featured heavily as a great support for Herald of Agony builds.

The most recent change to Dancing Duo, believe it or not, was a nerf. And not an insignificant one at that, the melee weapon rework left it with better accuracy, yes, but at the cost of 5% overal dps, as well as devaluing Physical Damage minion jewels for any build, because the Increased Physical Damage stat got nerfed from 190% to 160%. Yes, underneath it all it's still just an animated weapon that gains the stats of the weapon you animate. A pretty much immortal, but targetable one at that, which makes it unique in that respect. As a side note, it's amazing to krangle because the negative disappears off you, and the swords dgaf about survivability negatives.

So after this nerf we come to the most recent change. The first change, is that the hidden stat is now visible, and got a buff at first glance. All hits count towards rampage, and yes your swords inherit this stat when they spawn, but you don't; This is because your weapon slot gets disabled, and with it goes the rampage hits stat. The sword is regrammared to summon multiple Dervishes which is honestly the least they could do, and otherwise there's no new additions.

Just a subtraction.

The inherent rampage buff is now missing. The implications of this are pretty strong. First of all, since your own melee hits don't generate rampage stacks while the swords are up, you still need to sustain rampage with worm flasks somehow, so sustaining rampage is unchanged, especially against phasing bosses.

Starting rampage is more limited now, yes once you get a hit off once it starts that hidden rampage counter mentioned earlier, but most methods suggested swapping out a gem slot in a very gem starved build. The most successful versions of this build are based on various aurabots, mine being chaos based and going 3 years strong, with its only real dip in Legion. I know a phys based Necro DD main who also functions as a phys Aurabot. The elemental aurabots speak for themselves and although I want it to work, I cant make unarmed + DD work, so if people have suggestions for that, please share it's such a fun concept.

Those that do play those builds, things remain unchanged for them as they easily hit, but aurabots would be uncomfortable with swapping out gems and going into melee range (and also probably racing support minions to get kills, with an unlinked cyclone and self accuracy that you would need to scale. Swapping out stuff on left click and gems also goes against the theme of a lazy, low click, relaxing build once you've got the basics down.

All in all its a nerf to the initiation capabilities of the minion, and the sustain options remain (hopefully) unchanged really. The only reason I can think of for removing the inherent rampage stack, is to prevent rampage cheese, but there's plenty of other options for that, why target an underpowered niche minion and nerfing it through no fault of its own in the process?

Please GGG, reconsider this change.

tl:dr:

Niche Minion build that had viable endgame capable builds, got its already convoluted summoning procedure limited through no fault of its own.

External link →
over 2 years ago - /u/Mark_GGG - Direct link

EDIT: To avoid anyone misinterpreting this post, I'd like to clarify that I posted only to clear up some incorrect understandings about the new mechanic and how it works, so the community can discuss and theorycraft around the item more accurately. I didn't comment on the balance stuff or interactions with certain builds because that's not my area and I don't know enough about that side of things.

As it works now, with it equipped, any kill by any ally adds a rampage stack to you.

This is not correct. Only kills by you, your skills or your minions add to your Rampage. Allied players, etc do not. /nitpick This doesn't work the way I remembered, and I don't have time at the moment to do more thorough testing.

it gained the ability to have a 25% chance to generate rampage stacks upon hitting a unique enemy. This is important to remember when we look at the changes to the sword GGG has made. It was also a hidden stat, which has sowed a lot of confusion.

That stat was not and is not hidden, it was described on the skill ("25% chance to gain a Rampage Kill when Minion Hits a Unique Enemy"), because the skill is the only thing that had the stat. The sword itself couldn't grant the stat or it would stop working when the sword was disabled. That stat fundamentally has to be part of the skill to work, so can only be described on the skill. It was and still is visible on the skill popup, which can be viewed on the character screen any time you have the skill.

At some point minions also stopped benefiting from rampage.

This happened (and was patchnoted, despite occasional claims otherwise) in 2.2.0, which is notably before the first implementation of Dancing Dervish, which was in 2.3.0. As such this is irrelevant to discussion of the sword's history, as it has never benefitted from those bonuses.

So after this nerf we come to the most recent change. The first change, is that the hidden stat is now visible, and got a buff at first glance.

You have substantially misunderstood the new stat on the item - it is a new stat, and is on the item. It does not do the same as the existing (not hidden) stat on the skill, and the skill does still have the existing stat. The skill still has the 25% chance to gain a rampage kill when the minions hit a unique enemy, and that stat is skill part of the skill specifically so it can apply after the sword is disabled. The new stat lets you gain rampage kills from melee hits to start the rampage, and being on the sword, will go away once the sword is disabled. Once you have started a rampage, the base rules for gaining rampage kills - from you, your skills, or your minions killing things - always apply even without any stats giving you that ability.

All hits count towards rampage

Melee Hits does not mean all hits. /nitpick

and yes your swords inherit this stat when they spawn, but you don't; This is because your weapon slot gets disabled, and with it goes the rampage hits stat.

This is technically true but practically wrong. The minions get the stats of the sword, so they technically get this new stat, but it doesn't do anything for them because minions fundamentally can't have a rampage or gain rampage kills. So the minions having this stat doesn't do anything.

over 2 years ago - /u/RhysGGG - Direct link

We will restore the unconditional Rampage mod. More details in the linked thread.

over 2 years ago - /u/Mark_GGG - Direct link

Originally posted by BellabongXC

All you're doing is nitpicking without adressing the point I raise and in a passive aggressive condescending tone at that. Thanks for chasing people away from the game. You nerf the usability of an item and try gaslight me into thinking it's buff when nothing changes for the builds you think it's a buff for. So f**king out of touch.

Your nitpicking makes things even f**king worse "Hurrdurr it's a new stat" without touching on the actual mechanical nerf to starting rampage. Snarky Dev's are nice.

Your post made statements about the mechanics of the item that were incorrect based on your misunderstanding of the new stat (conflating it with the existing stat on the skill), and a lot of people seemed to be taking those as correct, so I wanted to correct the misunderstanding for the community before people spent time and effort theorycafting based on incorrect information about what the new stat does.

I pointed out some other minor inaccuracies (one of which I was wrong about myself, my thanks to the community for pointing that out), because I know from experience that there's a portion of the community who if they see me respond to only part of a big post like this will assume that means I'm confirming all the rest is correct, and that can lead to misunderstandings down the line - I labelled the nitpicks as such to acknowledge they aren't really important to the main thrust of the post.

I don't do balance or have any particular insight into why these changes were made as opposed to other ones (beyond knowning some options that were discussed but wouldn't have worked), so that's not something I can usefully comment on. But that shouldn't mean as the "game mechanical knowledge" guy I can't post to correct a misunderstanding of the new stat we showed off that seemed to be gaining a lot of traction and might set people up for future disappointment if not explained.

Tone is difficult online, so I apologise if I came across as condescending. My post addressed the parts it did because a) they're the parts I can reasonably comment on and b) the point of my post was to correct the misunderstanding so people could discuss the item with a better understanding of what the change actually is.