Druid And Sorceress Elemental Spells and Builds Detailed Feedback
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Additional feedback, this time about scaling elemental spell builds with passive tree and gear.
- Druid's part of the passive tree contains surprisingly low amount of nodes / branches to scale spell damage - aside from several starting branches and Lasting Incantations branch there are not much other spell related braches present and those that are present are often too specialized - projectile damage increase (when Druid spells are mostly not projectiles), spell damage increase when affected by Arcane Surge (when Druid does not have innate sources of it / any scaling synergy with it) and likewise. That makes Druid's Strength / Intelligence part of tree have too low support for spell builds (both elemental and physical / plant spells) and should be addressed. Suggestion: Add more branches to upper part of Str / Int part of passive tree to scale spell damage or elemental damage (as this part is located closer to and can get into Int branch it would make sense to locate spell related nodes there). - Gear modifiers currently also lack support for spell builds compared to level of support for attack builds. Here is feedback about specific item slots with suggestions for possible additions and improvements. Rings: Added X-Y damage of Z element to attacks is much more common and versatile mod than X% damage increase of Y element, especially since it provides its benefit even if you don't use damage type of its added hit (damage still gets added unlike for example increasing fire damage by X% which does not give any value for cold / lightning based builds etc). There can be bigger variety of spell scaling mods on rings to bring their attack and spell scaling modifiers more in line. Suggestion: Add modifiers to scale spell and elemental damage to rings (which can be caster's versatile analogue to adding X-Y damage of Z type to attacks). Gloves: Contain lots of modifiers to scale attacks (adding X-Y damage of Z type to attacks, attack speed, + X levels to melee skills etc), but have pretty much no inherent offensive caster modifiers with only way to get them via desecrating and even then received modifiers are much more niche and weak compared to inherent modifiers available for attack skills. That makes gloves lack suitable modifiers for offensively scaling spell builds too much and should be addressed. Suggestion: Add more caster and universal modifiers to gloves - cast / skill speed, elemental damage, spell damage and likewise. Zuletzt bearbeitet von Volsal#8024 um 20.01.2026, 06:15:57
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Here are also several suggestions about possible skill and interaction additions to elemental spells to improve their gameplay in 0.5 or future patches.
- Incinerate currently stands out as quite isolated spell (that does not synergize much with any other spells aside from getting fuel from mana spent upon them) and could use its own synergizing spell or effect to make its gameplay more engaging (in addition to buffing / tuning it to a proper level). Suggestion: Add interaction between Tornado and Incinerate where using Incinerate upon Tornado area would make Tornado "fan its flames" and deal increased damage from Incinerate over whole Tornado area instead of its low area cone while it is channeled within Tornado's area. Such interaction would also synergize with Tornado getting boosted with fire from infused Incinerate's spawned Ignited Ground and can open possibilities for decent "fanning the flames" builds. - Fire spells could use a separate spell to make Ignite applied to target(s) within selected area detonate and deal X% of remaining stored damage instantly. Such spell would allow to address their significant issue of having big part of their damage stored and done over time which can lead to both slower clearing of maps compared to other elemental builds and having big part of stored damage wasted when weaker targets would die. While Snap can "technically" do that for Ignite it is not really a fitting replacement since damage done by explosion triggered by Ignite is quite low (it does less damage than non-infused Fireball and non-infused Fireball is considered undertuned) and does not scale with Ignite magnitude, so such spell could cover the gap for specialized Ignite builds. - Fire spells could use a specialized Spirit gem to scale their damage that is not minion based (like current Raging Spirits), not mana and other damage type based (like Archmage) and not multi-element based (like Elemental Conflux / Trinity / Cast On Elemental Ailment) and would instead be synergizing with Fire's own mechanics (like Flammability and Ignite) and be usable even on dedicated fire builds. Here is a possible option. Suggestion: Add Spirit gem Burnout that would increase damage from fire spells and Ignite by X% per each Y% Flammability value the target has. Such Spirit gem can allow dedicated Fire builds to have their own form of scaling without requiring usage of other elements and is decently compatible with both fire direct damage builds and fire damage over time builds. - Cold spells could also use a dedicated Spirit gem for scaling since unlike 2 other elements they currently don't even have a dedicated scaling Spirit gem akin to Raging Spirits and Archmage at all (Arctic Armour that is technically "cold-themed" Spirit gem is entirely different purpose). They could also have a specialized and synergizing Spirit gem to scale their damage based on their own and synergizing effects. Here is a possible option. Suggestion: Add Spirit gem Hypothermia that would increase damage from cold spells by X% per Y% value of chill on target. Such effect is synergizing with frost builds including dedicated frost builds that don't use other elements and would allow to scale their damage based on a mechanic that does not have much diminishing returns (unlike freeze that after applying and consuming first freeze starts to get diminishing returns). Zuletzt bearbeitet von Volsal#8024 um 21.01.2026, 07:53:19
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