Added Damage Clarity, Indicators for Misc Skill Buffs

While playing, there are a few areas where I wish I had more clarity without needing to do outside research, or guess when something is working. I have specific examples that may have more general applications.

Necromancer Passive “Moonlight Pyre” description:

“Your minions deal additional fire and necrotic damage with spells and attacks”

To me this reads as all of my minions will get that (such as physical-only skeletons). I think this tooltip could have clarity:

“Your minions that deal fire and/or necrotic damage deal additional fire and/or necrotic damage with spells and attacks”

Acolyte Rip Blood, Arcane Absorption passive
Rip blood grants increased spell damage for 4 seconds, can stack
I wish I had an indicator that showed this was effective and how many stacks I have. It just fades into the background. Maybe a buff icon [messy fast with the many small boosts in the game] or the RIp Blood icon on the skill bar gets a # in a corner, similar to the way Diablo 3 does for some skills.

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You can add flat damage of any kind to any kind of minion.

A minion does not need to do baseline necrotic damage, to be able to add necrotic damage to it.

That’s a general rule that applies to everything in LE.

The devs are constantly workign on adding things, to show as buff/debuff.

But it’s very important to only show stuff, that will change your decision making, and this is not one of those buffs IMO.

If we woudl add every buff to the buff bar, it will become overloaded very quickly.

Just ask yourself: Would you actually change your behaviour and priority to cast specific skills, when you know how many stacks you have?

Generally i think buff icons are needed for skills:

  • That have a lower cooldown than a buff they grant, that doesn’t stack.

  • And buffs that have a stack limit.

There are many more exceptions, but I would always ask people, before they request gettign a particular thing added: Explain a scenario, where this information would change your behaviour or decision making

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I’ll ask a different question: why make conditional buffs that fade into the background and never give me a feeling of impact again? Subjective taste, I guess–I’d rather have passives then.

Well you still need to actively to something to trigger them.

Some of those buffs don’t change your moment-to-moment decision making, but might impact your skill decisions. (Like what active skills you actually gonna take)

While your question is totally valid it does not impact what I just said in my previous post.

Buff icons would spam the screen like in POE, agree. I mentioned that in my post.

You didn’t speak to my suggestion to add a counter to the skill bar for Rip Blood in a space that already exists – again, D3 has a model for this. Cause the skill to glow, toss in a small number in a corner, you have to remember what it is good for, but you see how much you’re affected by it.

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Yeah i agree, for some specific skill, you could have something similar to what WoW or other MMO’s do. Apparently D3 did this too, but I have not played that game enough to remember.

Having certain things trigger some glow for skills on the action bar, or show little counters would certainly be cool. But probably sicne that would be a newtech is mroe complicated.

Maybe in the future.

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