Infusion Mechaincs are poorly thought through in comparison to Charges

There are Charges mechanic in game where:
1) Charges are gained Instantly (No Delays).
2) Gained Automatically (no need to pick them up)

While Infusions:
1) There are always noticeable delay or cooldown involved for them. In general there are not so smooth to gain as Charges.
2) They need to be picked up.

Can Infusion be reworked a bit to be less clunky to deal with?
ขุดครั้งสุดท้าย เมื่อ 16 ก.ย. 2025 04:47:03
Fuck the infusions, make them elemental charges
What you criticise is what I like about them:
I like the minigame of needing to pick them up.
I like that there is some effort involved to gain them. I have the impression its already too easy to gain larger amounts of them via snap or via certain passives / ascendency nodes.
The delays give a nice rythm to the gameplay were I can think about which skills I want to use before getting the next charge.
"
What you criticise is what I like about them:
I like the minigame of needing to pick them up.
I like that there is some effort involved to gain them. I have the impression its already too easy to gain larger amounts of them via snap or via certain passives / ascendency nodes.
The delays give a nice rythm to the gameplay were I can think about which skills I want to use before getting the next charge.


Imagine playing for hundreds of hours having to deal with pick-up minigame and delays every few seconds. How Unimaginably FUN! For the sake of sanity and long-term ability play with infusions they simply must become instant without "pick-up" chore.
I imagine that as fun and even better its already fun for me in practice right now.
"
Orphas#1550 เขียน:
There are Charges mechanic in game where:
1) Charges are gained Instantly (No Delays).
2) Gained Automatically (no need to pick them up)

While Infusions:
1) There are always noticeable delay or cooldown involved for them. In general there are not so smooth to gain as Charges.
2) They need to be picked up.

Can Infusion be reworked a bit to be less clunky to deal with?


The sole purpose for infusions was to slow players down while keeping them busy.
Task was successful.

Hire me as game dev and I'll give you a new skill -> infusion port. It teleports the player to the closest infusion.

Wow easy. Great fun choices to be had without broken mobility.
"
The sole purpose for infusions was to slow players down while keeping them busy.
Task was successful.

They do know how Players hate being slowed down, and yet they just keep doing it over and over and over and over and over and over again.
แก้ไขล่าสุดโดย Orphas#1550 เมื่อ 30 ส.ค. 2025 10:47:29
I'm playing infusion Sorc Stormweaver and finding it easy, although not the fastest.

Sure, it's a bit slow at first when you're not flooded with infusions and have a tiny pickup radius, but with the right passives and supports they appear like crazy and I am pretty much at the point I don't think about them or have to consciously pick them up. Maybe occasionally during boss fights if I just spammed my infused skills for a damage burst.

There's a bit of friction early on which I think is fine - it means you really notice it when you add a new passive or support for them. Good sense of progression.
"
Orphas#1550 เขียน:
"
The sole purpose for infusions was to slow players down while keeping them busy.
Task was successful.

They do know how Players hate being slowed down, and yet they just keep doing it over and over and over and over and over and over again.


They know some of the most vocal players are massively impatient. They also know lots of players want engaging gameplay, not to just run around pressing a button.
แก้ไขล่าสุดโดย Orion_3T#9801 เมื่อ 16 ก.ย. 2025 02:57:31

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