0.3.0 Some feedback and suggestions regarding active and passive skills

Some feedback and suggestions based on what i've discovered and tried

Ascendacies:

- Ascendacies should have more unique, build defining passives (for example: all damage contributes to shock/ignite) instead of just damage bonus in any basic* form (for example huntress's weak spots mechanic might seem unique but no, its just a basic damage bonus)
- Chronomancer: some notables are unreliable and/or have too big cooldowns


General skill update/change suggestions

- Not enough sources for endurance, frenzy, power charge generation especially for frenzy charges. In result for example skills that consume frenzy charges work much better with Deadeye

- Please remove "pick up from the ground" mechanic for skills (for example remnants/infusions). there are multiple problems with that: it distracts player from what enemy is doing; player can walk into aoe attack trying pick it up or other way can't pick it up because remnant in a dangerous area, it limits player's movement. Its even worse in case with Trial of Sekhema because the total amount of damage player can take is limited. I suggest to make it a direct on cast effect (player casts skill that gives infusions and just recieves infusions instantly without need to pick it up)

- Some skills just look pathetic, while bosses have a lot of cool and epic looking attacks players kill gods and other powerful beings with some garbage fireballs and sparks. I can see big epic skill effects being a potential problem for visual clarity so it could be made with less casts/attacks per time but hit harder (i think good example would be Comet spell)

- Please rework/remove mechanics where skills like Lightning Warp and Snap can be used on projectile like Frostbolt and Ball Lightning. It distracts player from what enemy is doing and changes focus to tracking projectile location so skill can be used at the right moment. For example Lightning Warp could be changed so that it can be used on manually on cursed enemy

Specific Skills

- Snap: remove/reduce cooldown and increase damage for ailment detonation when used manually (probably by multiple times). Also increase AoE. With increased AoE and without cooldown this skill would become usable for clearing maps

- Hexblast: remove requirement that it can be used only when half of the curse duration expired. It's hard to track curse duration on bosses and absolutely terrible for clearing. Just give it damage bonus when detonated curse was used manually, it will prevent 1 button usage of Hexblast with curse aura from Blasphemy. Also i would say AoE is too small to use it for mapping

- Elemental Sundering: make ailment detonation instantaneous and increase AoE and damage to make it good for map clearing and better feeling overall from detonation

- Glacial Cascade: remove limitation that only final spike can detonate ice crystals. Its terrible limitation that makes such combo unusable for clearing and its hard to keep specific distance just to use this combo. Also tracking distance distracts player from what enemy is doing.

-Comet and Lightning Conduit: please add an option to turn off backward movement completely
แก้ไขล่าสุดโดย ColdDeadEyes#5654 เมื่อ 21 ก.ย. 2025 09:06:06
ขุดครั้งสุดท้าย เมื่อ 21 ก.ย. 2025 08:55:01

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