almost 6 years ago - /u/Mark_GGG - Direct link

Originally posted by idthemad

Makes sense, but you don't think it's stupid as hell to make such changes to the passive tree if they're only tied to a few uniques and not found in-game from mobs or general sources? imo only reason to put stuff onto the tree is if you want to make it part of core game and have both players + mobs use it.

We didn't change the tree specifically, we changed the reminder text on things that refer to "ailments" and then explain what things that means, because that has changed. How easy that thing is to get doesn't matter, it is an ailment, so the explaination of what things are ailments needs to include it so it's not lying to the player.

almost 6 years ago - /u/Mark_GGG - Direct link

Originally posted by false_tautology

Ailments are really something you should understand if you're using them.

Can you find the mechanics details of ignite, chill/freeze, and shocked in the game? Honest question as I've never looked. If so, then I would agree that the new ailments don't need to be explained outside the game. I do think the new ailments should be just as understood as the old ones, which got detailed explanations behind them.

Can you find the mechanics details of ignite, chill/freeze, and shocked in the game?

These all have reminder text - any stat which causes them or has a chance to cause them will have reminder text attached (can be viewed by holding alt) explaining the basics of how they work.

The "main" 4 elemental ones can be caused on crit (on hit for chill) without any stats, so it's possible to be inflicting them without having an item that includes that explaination, but I believe those ones are specifically covered by the in-game help panel as well.

The new ailments are the same - if you can inflict Scorched, then the same stat that lets you do that also has the reminder text that explains what Scorched does.