I just have to point out that those examples still require actively pressing the skill to get the most out of them, so part of the power budget for those skills goes into that active use. And as you mentioned those types of effects are limited, which was kind of the point I was trying to make.
Holy Aura should really have an option to toggle its active effect to be auto cast for players who are willing to give up control over when it is on. Enchant weapon should get the same, it is insane to me that there’s even the option to spend skill points to get the same functionality that you get for free with the numlock trick. It’s also useless for a lot of mage builds because the bonuses are focused on melee. I haven’t experimented with non-pet Primalist builds so I don’t know how useful companions are in a pure support roll, but again they have the issue that they really aren’t a full passive when the skill has part of its power budget dedicated to an active component.
Also Holy Aura is exclusive to Paladin, Enchant Weapon requires Spellblade mastery, and there’s really no equivalent for Rogues or Acolytes. So yeah, I agree that there are some pretty big gaps.
No, I disagree. People want to know how many (and what type) of crafting materials they earned during a run. Once they are done looking, they press one button and it all goes to the forge.
I think he meant that LE should have an “awareness” of “Aura” skills, and when you press the hotkey it “toggles it on” and when you press it again it “toggles it off”. No points required.
So far we haven’t been able to for runes or glyphs and Idt this has ever been a problem…
Besides you can just open Forge and see the count before and after the run, It should definitely be easier than counting how many are in your inventory.
I disagree. Players that use 5 active skills should be rewarded for their extra work. As a player that only wants to hit 2 buttons, I understand that I am leaving some power on the table.
If you want the “passive” abilities to be just as strong automated, you are flipping the problem to the other side instead of looking for a balance. Your situation would make players that have 5 active skills just less efficient. They are working harder for no benefit. That isn’t balance.
Also, I was just using those skills functions as an example. I don’t care about the specific skill, just how the game already has passive functions as proof of concept.
When using Holy Aura, do you press the button every 10 seconds regardless of the current situation or are you using it tactically?
If you’re pressing it every 10 seconds, is that really good gameplay? Do you enjoy that button press, or is it just a tax you have to pay to get some extra power out of the skill? Would your play experience really be worse if there was an option to just not press that button and get the same effect? Are you even thinking about pressing it at that point or is it just muscle memory?
If you’re using it tactically, well then you’re already getting a benefit over someone who auto-casts it. By taking control and using it yourself you get to select when the stronger buff is active. The auto-cast player is sometimes using it against trash so it’s on cooldown against the elite, while the player that controls it manually has the ability to save the cooldown for when it is most important.
The point is that the skill design leads to 2 possible play patterns. One is bad, just a mindless click that offers no real gameplay. The other is good, a tactical use of a skill that offers the player a real decision. Even if it didn’t cost skill points, negating the bad one through an auto-cast option doesn’t obsolete the good one because the good one still has advantages through optimization of the limited uptime.
I, specifically, don’t press it at all after it is turned on. I don’t use the active part of it because I don’t want the extra active skill. I don’t spec into anything that has to do with the active portion of the skill. It is 100% passive for me.
That is my point. If I want it to just sit there and give me a benefit with 0 extra interaction, I expect it to be a weaker version than those that do use it actively. There is a tradeoff. Either it isn’t in your rotation and it gives passive benefits, or it is a button in the rotation that gives more benefits.
It is better than having nothing in that spot at all, which is usually what happens on my other characters. I have a couple characters that just sit with 3 empty, unspecced skill slots. I don’t use them because I don’t want to put something niche in my rotation.
I’ve been playing my DO VK this morning and I really think they’ve done a good job on the balancing pass for this patch. Clear speed is a little slower but definitely not so much that it suddenly feels painful to play.
I’ve also been enjoying the crafting changes so far. I had some reservations early on due to the low forging potential on lower-rarity items (particularly gambling - I’d hoped those might have a bit more potential to make gambling more viable) but it’s actually proven to be quite good. The Glyph of Chaos has been a personal favourite so far. What a difference it makes! I’m glad I saved all those exalted items with weird affix mixes.
So how do we obtain the Fractured Crown Unique now since we cannot Fracture items anymore? That was the one thing I need for my Mage that I couldnt manage to get before the patch hit.
Also here to report the Nerfs to Static Orb are not near as bad as they looked in the patch notes. Still really solid skill which is a relief. Coming from POE I’m used to seeing multiple nerfs to skills=Dead.
if you can’t deal with the minimal clicking this game requires compared to basically any other arpg or even most other games, it’s time for you to get a controller and use that (if there is support). There’s only so much automation before the game becomes a spreadsheet simulator with pretty visuals, and it’s a slippery slope, and players will literally always ask for more. This game is so much further ahead of others in the genre, it’s insane to ask the devs for even more when there is OBVIOUSLY a reason why things are the way they are. It’s a RIDICULOUS hill to die on that I honestly don’t understand.
Why is there a button to move affixes (and now Runes as of this patch) to the Forge?
Why does Shattering an item move the affixes directly to the Forge?
Why did Runes go directly to the Forge before this patch?
What purpose is there to filling inventory and making us click more often than before?
Please don’t get into an argument with a professional software designer. I know exactly what questions to ask to expose a bad UX (User Experience). In my profession, it is a best practice to minimize the number of “clicks”. Shards in your inventory literally have no purpose, and adding a click to move them to the Forge, no matter how trivial, is bad UX.