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.
Give some infusion choice from the start
Moderator: Moderator
Re: Give some infusion choice from the start
Good ideas both.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Give some infusion choice from the start
I like these ideas.
Just please make it a list or something which can be easily superloaded by addons like Nulltweaks.
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
I would love for yeeks to start with a heroism infusion.
Re: Give some infusion choice from the start
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
Because people replace the starting inscriptions asap anyway?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Give some infusion choice from the start
You might be confusing the cause and the consequence here...HousePet wrote:Because people replace the starting inscriptions asap anyway?
Re: Give some infusion choice from the start
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
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.HousePet wrote:Because people replace the starting inscriptions asap anyway?
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- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: Give some infusion choice from the start
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.Suslik wrote: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.HousePet wrote:Because people replace the starting inscriptions asap anyway?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.