Ignoring a linked melee splash support gem
Suggestion:
Let's say I have Heavy Strike linked with Melee Splash. At the moment, I can assign the skill Heavy Strike with Melee Splash to any hot key. My suggestion is to allow me to assign Heavy Strike without Melee Splash to any hot key. The similar mechanic should apply to Greater Multiple Proj and Lesser Mul Proj Implications: Now I can use the same skill for both single target and AoE. Of course this will fundamentally change the game play, but I believe there is no re-balancing needed after. Justification: For those who think that this will throw the game out of balance. I give you an example. Right now, I can link Heavy Strike + Sweep + Added Fire + Melee Physical Damage + Multistrike and have both single target and AoE attacks. With this mechanic change, I can use Heavy Strike + Melee Splash + Added Fire + Melee Physical Damage + Multistrike and have both single target and AoE attacks. Game is still balanced. Эта тема была автоматически архивирована. Ответы невозможны.
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Socket another heavy strike and link it to whatever you want.
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" Aint no body got gems for that! also, Aint no body got 5-link for that! also, duel wielders have only 1 source of 5-link or 6-link. |
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Gems are a resource. What'cha gonna do?
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" ROFL! |
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Its a convenience, but an incongruity and tricky precedent. If you start giving players the option to neglect the drawback of socketed gems when they could otherwise just pop them out in combat, you expect that to be carried over to every other skill. And why stop there? I mean, you have items with drawbacks, those could be given the weapon switch treatment. And soon, you take it that one extra step and let you opt out of passive skills like ancestral bonds- sure, its a 'free regret', but convenience should prevail, right? I think theres a point where you have to draw the line and say that the extra feature would be so little used it wouldn't be worth the precedent it sets and the extra feature creep you'd expect as other skills get it too. It would make the interface less simple, and the advantage and convenience would be... minimal. Especially as melee splash does not remove any mechanical ability when socketed, but its drawback is merely statistical, so "deactivating it" it be purely an optimization play anyway, not necessary to make any character function in the first place
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All this work just to use 1 skill in 2 different situations?
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" I said nothing about undoing passive points and free regrets. Your slippery-slope arguement is really uncalled for. Plus, it's not neglecting only the drawback, but neglecting a whole passive gem. All the balancing is still there. And please, no more what-if's. |
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" That slope is very slippery, as this entire game is filled with build decisions where you weigh drawbacks against advantages. Whats the compelling reason that sets "melee splash" above every other skill gem and item with a drawback? Why give it a toggle feature, when not giving this same treatment to all the other similarly easy to undo decisions- gems and items. Almost every support gem packs a serious drawback that you might be better off disabling in some situations- whether its a damage reduction, or extra mana cost, or slower projecties, or so on. Unless you're going to propose a generic system for toggling off *any* support gem, I don't see why melee splash should be getting special treatment. |
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