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Give some infusion choice from the start
Posted: Sun Jun 08, 2014 9:38 pm
by Suslik
Skeles now finally have at least 1 alternative rune they can use instead what they have by default. That's tremendous breakthrough but really why do most classes even start with 2/3 infusions? Ranged classes that can just spam 1 talent during the first 10 levels don't care about infusions since they mostly don't need them but playing an lvl1 rogue that has wild and regen is 10 times tougher than playing a rogue that has wild, regen and movement infusion.
Proposal1: give ANY infusion to classes that don't need manasurge and start with 2/3 infusions.
Proposal2: give 1-3 lame extra infusions(movement, shield, healing) to all classes so that they could actually choose what to start with.
It's not OP, it'll just drastically increase overall quality of life for tough-to-start classes and will hardly change those who can handle themselves just fine.
Re: Give some infusion choice from the start
Posted: Mon Jun 09, 2014 7:05 am
by Zireael
Good ideas both.
Re: Give some infusion choice from the start
Posted: Wed Jun 25, 2014 10:13 pm
by Doctornull
I like these ideas.
Just please make it a list or something which can be easily superloaded by addons like Nulltweaks.
Re: Give some infusion choice from the start
Posted: Wed Jun 25, 2014 10:56 pm
by RedBucket
I would love for yeeks to start with a heroism infusion.
Re: Give some infusion choice from the start
Posted: Wed Mar 18, 2015 3:55 am
by Suslik
Uh.. Really. Even in 1.3 most class combinations start with 2/3 infusion slots used. And some start with extremely useless combinations. Why dg hates us so much and does not allow us a basic rune/infusion choice? =(
Re: Give some infusion choice from the start
Posted: Wed Mar 18, 2015 5:04 am
by HousePet
Because people replace the starting inscriptions asap anyway?
Re: Give some infusion choice from the start
Posted: Wed Mar 18, 2015 5:08 am
by 0player
HousePet wrote:Because people replace the starting inscriptions asap anyway?
You might be confusing the cause and the consequence here...
Re: Give some infusion choice from the start
Posted: Wed Mar 18, 2015 5:16 am
by Effigy
Just what I always wanted: my own little Phase Door rune! I will name him George, and I will hug him, and pet him, and squeeze him, forever and ever and ever!
Re: Give some infusion choice from the start
Posted: Wed Mar 18, 2015 5:43 pm
by Suslik
HousePet wrote:Because people replace the starting inscriptions asap anyway?
unfortunately on higher difficulty levels you tend to die way before you drop any inscription. on lower difficulty levels you're just stuck with 1 missing or unwanted inscription.
Re: Give some infusion choice from the start
Posted: Wed Mar 18, 2015 5:47 pm
by malboro_urchin
Suslik wrote:HousePet wrote:Because people replace the starting inscriptions asap anyway?
unfortunately on higher difficulty levels you tend to die way before you drop any inscription. on lower difficulty levels you're just stuck with 1 missing or unwanted inscription.
Yeah, I've been having trouble getting a Shalore archmage off the ground in my first stab at Nightmare difficulty due to lacking (and being unable to find) a starting phys wild. Stun kills.