Quote Originally Posted by Sandpark View Post
I was thinking of the wreath thing too but couldn't find a good way to show that in my graphical illustrations. I think SE could make a radial graph if they did this.
I got to ask though, does that really end up being a universal charge mechanic at that point, or just a way to avoid button bloat? And I'm still not sure what fix you imagine for cast-time overlap among different (current iteration) tiers of the given element, especially under the effects of Swiftcast.

I'll be honest, I see no use for a universal charge mechanic, but I certainly do for solutions to bloat, such as your charge system or dynamic slots to handle combos or tiered element lines. But they're going to have some initial weaknesses to hammer out, such as the above.