Maertsy wrote:- The OoB skill is inadequate with your creativity.
Thank you, that's the best compliment I've heard in a while )
Wanna know my initial idea for the OoA secondary?
- A skill that that interacts with existing OoAs. It would allow you to freeze/unfreeze them mid-flight, changing their damage, seek range and extending the duration. Basically a toggle. The playstyle of such concept would be: you quickly create OoAs - as many as your manapool and cast speed allows - and then you try to time the toggle perfectly, freezing as many of them as you can on top of the boss. Orb travel speed and distance to target would both be a factor to play around. It wouldn't be rocket science, but It would still be a more thoughtful playstyle than spam-skill-from-afar thing most ARPG builds usually do.
That was the overall idea. But then I talked to devs and learned that you cannot modify behavior of skills that are already mid-flight.
And thus I truncated and simplified the concept to what it looks right now. It's kinda boring in this state, I fully agree. But passable as a basic ST OOA sketch. And - most importantly - 100% codeable. Codability is the biggest obstacle for absolute majority of my ideas. Old af engine, what can you do ¯\_(ツ)_/¯
Taem wrote:I hardly see any O-skills pop up on my crafts so, it might save me possibly 3-5% of my shines, but not enough to make a huge difference, IMO. Perhaps I am simply misunderstanding your suggestion, if you'd like to elaborate?
Chance of something from group #217 (oskill group) popping up varies from item to item. Gloves only have 4 oskills they can roll, boots have 5, body armors have 10, Barb helms 8, Necro crossbows 7 and so on. On some bases you see oskills popping up all the time, while on others - like with your gloves example - you do not encounter them as often, that is true.
More so, different oskills have different "weight" to them - and different level requirements, for instance if you start rolling a pair of boots right now, you will often see level requirement jumping to 115 - it means boots rolled Apocalypse; or jumping to 110 - it means you rolled an Ice Lance. Which is a dead roll for anyone who's not looking specifically for those oskills - loosing 30 levels of MO/multibless space + an affix slot to a mod that you do not want is not an option.
My suggestion helps both people who want oskills and those who don't. It's a win-win in both cases. You would no longer loose mod space to something that you do not want, you would have less "dead rolls". And sure, the gain is not proportional when we compare your gloves to body armors, but that's just how the system works.
You have easier time rolling + you can slap some oskill on top of your perfected craft later on if you wish. That's the point. And the pool of oskills is likely to be updated for Sigma 3 either way. Maybe there's gonna be something juicy every item type can have - buff-wise or utility-wise.