If your use-speed is high enough and there’s animation lock then that means you can’t move during usage, hence similar to channeling.
Hence use-speed.
Simplest denominator, not obstuse.
And yes, you’re right, the totem is a combination of use-speed and AoE, because you reduce your use-speed for the same effect which frees up mobility at the cost of it potentially being ‘killed’ by enemies as well as being forced in position.
Forced in position is Area, One-time use is use-speed, repetition is also use-speed.
Most common denominator. Important for game-design to cull down effects into simplistic terms by the way. Allows proper systemic build-up.
No, I’m saying that the combination of use-speed, damage and Area make up for the majority of aspects which define a built.
We can discern between static area (hitting the ground with a slam for example is a static Area) versus a vectorized Area, be it seeking or fixed in vector. A fixed vector would be a circling hammer throw since it moves but stays in position. A seeking vector is seeking fireball as well as things staying with you, hence seeking your position. Obviously if the fixed point is coming from the skill itself - fireball moving based on where it is at any time combined based on the target - versus orbs circling you being fixed on you. But that’s solely the fix-point decision.
We get more complex from the most fundamental aspects of design, and most things are very fundamental, even humans are. The combination of those few core points make the variety though.
Really? Lemme see the jewels again for a moment, just the list.
Unending hunger changes your spectres into soul eater mobs which changes playstyle drastically.
Witchbane causes active hex builds to be curse immune and hence allow self-curse setups which are triggered, which changes the curse skills fundamentally.
Primordeal Harmony encorces a ‘rainbow build’ of Golems rather then singular focus, which changes playstyle too as each golem has a different playstyle.
Primordial Might makes Golems a re-summon play-style since they are commonly meant to stay.
Fortress Covenant makes it so you can force your minions to take extra damage for causing explosion on death, popcorn built.
Combat Focus changes Prismatic skill from triple-ele down to single-ele to change them into DoT builds or CC builds.
Ancient Waystones changes Aura-skills to cust 60% less when they summon totems, making several builds possible only because of that.
And so on and so forth.
While not directly affecting a distinct skill those effects to affect the playstyle made possible. As said, skeleton mages which are invulnerable play kinda different from skeleton mages which are not for example.
Can you agree on that?
If not then your own examples aren’t worthwhile either, because a foreball seeking or not seeking is still a fireball, right?
My skeleton mage example. PoE.
If you can’t accept that one as being a playstyle difference - which a myriad of other examples exist - then I don’t need to accept your fireball example either, because both are equivalent in playstyle change.