Warren1001 wrote:States can be thought of as 'morphs'. All of the druid's transformations are states. Superbeast is a state. Turning into Baal for LC2 is a state.
/e We can have more variety of monsters.
It's way more complex than that. Well, not complex, but the applications are many more that what can be seen.
1) Morphs as you mentioned. But this will be unaffected by this new change because whist already found a way to create any morph from using just one state. With this change, all morphs will be available (both monsters and character classes). I believe there might be also chance for more parametrization, for example, making a stat in an item that can pick a morph from a pool of morphs (same way random reanimates work).
2) Buffs & Debuffs (curses). All of these use an unique state. With more states, we could have thousands of curses instead of 5-10 as there are now. The same thing goes for buffs.
3) State-based skills. This one is very interesting. It's when you restrict a skill to states. An obvious example is morph skills, which require you to be shapeshifted to use the skills. But it goes way beyond that: see for example Magerage at the void. You can basically limit skills to require certain state. With no restriction in state count, you could create some really interesting boss fights where instead of spamming one skill, you need to use specific skills in specific times (according to state you currently have). Anyways, many interesting things can be achieved with this, many of which will be found out when experimenting with free ilimited states.
4) GFX/nv - states are what is used to apply shiny overlays on your characters. You could make one charm whose only bonus is to add a colored aura at your feet. But with this change you could take it one step further and make the charm randomly spawn that aura but with different colors. So it's cool customization.
5) Functions. This is somewhat limited now but if expanded in the future could bring a lot of possibilities. Functions are basically "do stuff". States that "do stuff" are for example, Idol of Scosglen, Vessel of judgement, etc.
6) Passives. They use states as well. So more states allow players to access a wider variety of passives. Right now we have many passives, yes, but that's mainly because the states get re-used on all classes. We cannot see what this really does to the game, but basically, imagine Warp Armor and Lioness use the same state, this means a character cannot have both. Obviously the game is designed on these scenarios never happening, but to a minor scale, they do happen in some cases, and it's impossible for the player to know this.
Of course you think, we have enough passives already. But this goes beyond skill trees and goes to oskills. Why don't we have more passives like amatoxin (passives that grant elemental damage for example)? Or passive oskills at all? There are a bunch of cool things you can make with passives, but they are just not implemented mainly because a) there are enough passives on each char and b) they need to be "good enough" so that they can be picked over other passives. But if we implement passive oskills, they don't have to give "sick def" or "sick damage", they can just be average and/or have fun/cool mechanisms.
This also applies to buffs. We could have buff procs and buff oskills, how many do we have now? practically zero. As I said, there are infinite cool things that can be done, i.e. a buff proc that lasts 5 seconds and doubles your life.