@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.