Quote Originally Posted by LDR View Post
@Shurrikhan I've seen that idea for Gravity before, would be rather cool tbh. although i think personally id prefer such an effect on a new skill, akin to a time rift/black hole. new skill at 70?
Also i i feel on loosing combust 2 sub 50, its a real 50/50 on AOE vs more ST DoTs
Card ideas oh i love reading these.
Bole is interesting, though personally id rather not have more than 1 affect per card, and i really wouldnt like a technical buff to heals gated to rng draws. still, interesting.
Ewer is interesting but sadly, wont work. Card buffs have to synergise with all RR effects; how would Ewer work with Extended if it auto drops after 20%? Enhanced would raise the cap to 30% while expanded would take it to 10% but AoE. Extended becomes null.
thats the big issue with card changes, they have to work with all RR buffs and if we make a move to add 2 or more effects per thing it could get hopelessly convulted. i once toyed with the idea of making ewer/spire work like invigorate giving a instant flat return but again, doesnt work with extended.
same with your spire idea; both are interesting but would require a rework of extended which in turn would be balance issues galore.
still thank you for the ideas and im glad you got them out

oh extras
i assume you mean RR:Expand and reduction to potency not duration :P again interesting but working off 200% is a bit cheaty in dual play, 100% for 2 targets is the same as using 2 cards. OP PLZ NERF.
A sect change is interesting and its probed alot, and there would have to be some drawback yes, thought what who knows. maybe this will be something in 4.0
Diurnal, 95% sure it did this in 3.0 before they outright reduced AST MP costs by 5% anyway. so a 10% overall reduction vs others for same potency healing? might be a bit much.
I like the Noct idea though, its small enough a change its not bordering OP but good enough it may warrant more Noct play if you like to DPS.

still, ty for all this, its interesting to see ideas.
I'd imagine Extended Ewer/Spire would basically have to double the total MP gain possible as well as the duration, or, if Ewer appeared as two buffs (mana regen and mana cost reduction, seperately) drop only the mana cost reduction.

And yeah, I meant effectiveness, not duration, sorry.

Forgot that they reduced all mana costs by 5%. Thought Lightspeed's added MP cost reduction and changing Ewer to a MP refresh instead of a cost reduction was all they got. If that's the case though, I honestly would have preferred to see the default costs unchanged, and that reduction built into Diurnal instead, to keep mana efficiency equal across both Sects (especially give that Nocturnal would then also affect offensive casts, and would be more powerful for DoTs).