Skill damage conversion indicator symbols. Request

I would like to see if possible an indicator added to skill tree nodes that shows if a skill node applies or is converted to a damage type outside of intended type.

I’ll try and use a “simple” and “clear” example.

Starting with a LICH mastery.
Take the FLAY skill
In this situation the FLAY skill tree node FROSTBLIGHT has a point allocated in it.
This is where suggestion comes in nodes that are affected by FROSTBLIGHT would gain a symbol at bottom of node description. For simplicity let’s use a blue snowflake.
After FROSTBLIGHT is allocated in FLAY the skill tree node BLOODSOAKED BLADE would be given a snowflake. This would ideally mean that melee cold flat now turns into spell cold flat. (I use this example as if you haven’t asked and are in doubt you may not know if it applies without testing).
For nodes that don’t change no symbol would be added and would imply that the added bonus does not convert to cold related stats.
For example FLAY skill tree node HEMORRHAGE after FROSTBLIGHT is allocated it would not get a snow flake. Indicating the bleed chance does not convert to cold related stats (frostbite)

The point of suggesting this is for player to have clarity on understanding skills and damage conversions.

Why it’s important at least to me is to ideally prevent player confusion and ideally prevent complaints and player dissatisfaction.

2 Likes

I like the idea in general, but some nodes with multiple lines would be too complicated for a single yes/no icon. Haemorrhage is a good example of this, the bleed chance is converted but the bleed duration isn’t.

The actually good solution would be to actually replace the text in the nodes. So if you convert, for example, thorn totems into cold, then the poison nodes would stop saying poison and would instead say cold. And if something didn’t apply, then it would still say poison.

In your example, it would change the text so that it now says you get frostbite chance and bleed duration.
That way, there would really be no issues at all and everything would be clear.

Agreed, but that would require a complete rework of how the skill nodes pull the text, plus foreign translations.

2 Likes

I see your point and it’s valid and makes sense. That being said the bleed duration would turn into frostbite duration in given example. @Llama8

Yeah, I would like the duration to convert as well but currently it doesn’t so that’d be another change.