Quote Originally Posted by ForsakenRoe View Post
My issue with repurposing current abilities is how limiting the design would need to be. Take the Holy example. To make it a gain in singletarget, it needs to deal more than 310 potency to be 'better than Glare'. 2x damage is 300 so even that isn't enough. you'd have to do 'increases potency by 200' for example, making it 350. It's centered on the player, meaning you could be out of range when you need to use it. Some would say that's a place for optimization, Ren 'fixed' the optimization's element out of it by saying it could gain the ability to be selftargeted or centered on the enemy. A solution to the solution, adding more dev time into the pipeline.
Again, I'm not sure why Ren's "solution" is the only thing being discussed here.

You still have nigh infinite other ways to adjust Holy. Any effect that can be attached to a new ability can also be attached to an existing one, so long as it doesn't remove its original features (for instance, in Holy's case, AoE damage and an AoE stun).

You can have Holy generate stacks of Gathering Light over time or time and/or specific casts that increases its damage, extends its hurtbox, and decreases its cast time. You can give Holy a CD and add an additional effect that reads "During its recast recovery period, Holy can still be used, but deals no additional effect." You could even give the recast time CDR.

Literally anything you want to do with it... you can do with it, so long as your desire wouldn't be specifically countered by it having those original effects (AoE damage and an AoE stun).

It's just one button, so it's not a big deal either way, but there's no further "development pipeline" for an effect being an Additional Effect on an existing ability as compared to making a new skill from scratch. It's just whether you want it to take up one button or two.