Charges, Infusion, or Remnants or whatever might not be where it should be atm
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Consuming effects seem like a great true way to incentivize synergy but at the moment it just feels more restrictive and forceful from a buildcrafting perspective as the creation of these are limited certain Skills (tied to game balance im assuming) essentially not enough 'cause' to have much 'effect'.
At the top of my head, I propose either moving these effects as a Support Gem that can allow more accessibility to other Skill Gems to have effects like "leaves an Elemental Infusion Remnant of the Skills element" or "leaves Random Element Remnant" or "creates X Endurance charges if or when...", etc. BUT those probably requires a gargantuan of a task of curating which Skills can have those Support gems and/or how their balance is tied together on the specific Infusion or Charge generating Support gems. It also probably limits and disrupts the balance of the 5-limit slot of support gems. My other (probably better) proposal is to have an INTRINSIC GEM UPGRADE/SLOT that allows all or most specific Skill Gems to have capabilities of either generating and/or maybe consuming a charge or infusion or whatever. Maybe its an extra unique slot like a support gem (but not a support gem) that has the effects similar to my previous examples above and more. Probably still requiring curated specifically balanced generating or consuming effects to control game balance but atleast imo it seems easier to tweak rather than having a single Support gem that is tied to multiple Skill Gem interactions in terms of game balance. It allows for a broader range of customization and more TRUE build diversity and Skill synergy by being able to unlock a Skill's unique (flashy) extra effects without being limited to another specific Skill. Imagine if every Skill can be chosen to either have a hidden Consume-effect that can be unlocked by any other Skill chosen to be a Generator-effect. For example, Orb of Storms doesn't intrinsically leave infusion remnants but instead you can choose it to have that OR let it be a Consume effect that can be paired with Plasma Blast that creates longer lasting Infusion remnants than other typical generators because of its high damage and long cooldown. I think these can either replace OR include Payoff and/or Detonator effects and the like as well to streamline ALL cross-Skill interactions (for better game balance management) AND allow player-driven build diversity. I believe it fixes the issue of limited and questionable choices of certain 'generators' while also letting shine Skill uniqueness and cross-Skill interactions and Synergy--- adding more fun and more variety-- and more game time exploring different builds. Pls consider this. Thank You. Последняя редакция: Papiness_#2792. Время: 8 дек. 2025 г., 11:09:45 Last bumped9 дек. 2025 г., 21:55:31
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