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Talent use on hit (spell)

Posted: Mon Aug 01, 2011 8:02 am
by lukep
The effects of the Fiery Choker, Lunar Shield, Black Robe, and Eelskin armour activate much too indiscriminately in my opinion. They have a chance to trigger every time damage is done by a spell, including damage over time, map effects, and item activated spells like Fiery Choker's Volcano (not 100% sure if they can activate themselves, but they can activate others, which can then activate the original one again).

This leads to an absolute deluge of free spells, especially with a Global Speed + Body of Stone + Earthen Missiles build (up to 20 or more chances per normal speed turn), or a Burning Wake build (one chance per enemy per layer of burning wake), and the Fiery Choker can create many more chances to activate as well.

These effects should be restricted to one chance per spell that the player casts directly, so no multiple chances for DoT effects (on enemy or map), only one chance per AoE effect, and no activation from Thunderstorm, Body of Fire, or "on hit" skills from equipment.

Re: Talent use on hit (spell)

Posted: Tue Aug 02, 2011 3:30 am
by Aquillion
lukep wrote:The effects of the Fiery Choker, Lunar Shield, Black Robe, and Eelskin armour activate much too indiscriminately in my opinion. They have a chance to trigger every time damage is done by a spell, including damage over time, map effects, and item activated spells like Fiery Choker's Volcano (not 100% sure if they can activate themselves, but they can activate others, which can then activate the original one again).

This leads to an absolute deluge of free spells, especially with a Global Speed + Body of Stone + Earthen Missiles build (up to 20 or more chances per normal speed turn), or a Burning Wake build (one chance per enemy per layer of burning wake), and the Fiery Choker can create many more chances to activate as well.

These effects should be restricted to one chance per spell that the player casts directly, so no multiple chances for DoT effects (on enemy or map), only one chance per AoE effect, and no activation from Thunderstorm, Body of Fire, or "on hit" skills from equipment.
That would make them useless in some situations where IMHO they ought to still provide some benefit. And I think some synergistic benefit is good, just not that much.

Maybe, alternatively, make it so they can only activate once every X turns? That way, you could still get a chance to use them with any strategy, but no strategy would be overwhelming.

Re: Talent use on hit (spell)

Posted: Tue Aug 02, 2011 4:35 am
by lukep
Aquillion wrote:That would make them useless in some situations where IMHO they ought to still provide some benefit. And I think some synergistic benefit is good, just not that much.
Which part/parts are you referring to here? No DoT activation, no AoE activation, no recursive activation, or no sustained spell activation? My proposal would basically change it from "on hit" to almost "on cast". I don't know of any situations that would make them be useless, but certainly less powerful.

EDIT: also, synergistic with what? More attacks, or the items triggering each other?

Re: Talent use on hit (spell)

Posted: Tue Aug 02, 2011 5:06 am
by edge2054
Suddenly my Reaver really wants Fiery Choker. All those dot tics, gg.