Feedback/Suggestions


Hey, i played Infusion based Stormweaver to 100. I've got feedback and suggestions, felt like being an armchair dev and giving them in form of patch notes.

- Cast on Critical Energy gain is no longer modified by the percentage of the enemy's Ailment Threshold the Critical Hit will deal.
Reasoning: Quadratic damage scaling. Since both damage of the triggered skill and energy gain are affected by modifiers to average damage, if player would, for example, triple it - total DPS goes up by 9x. Impossible to balance. It will always be either too weak at low-end, too strong at top-end, or both. Double-dipping is better fixed sooner, before other balance changes pile up on top. Several other triggers share this problem.

- Lightning Conduit now deals 160 to 3088 Lightning Damage at Gem level 20 (previously 189 to 568). No longer has 10% More Damage with Hits per 5% Shock Effect on Enemy. No longer has 1 to 2 additional bolts if a Shocked enemy is in the target area. Now deals 3% More Damage with Hits per 1% increased Cast Speed.
Reasoning: Double-dipping once again. This skill keeps getting nerfed and reworked, but the issue remains. Changing additional scaling to be from Cast Speed fixes the problem and makes sense thematically. Investment into Cast Speed can feel partially wasted with current version of the skill - feels wrong for players who want to be lightning-fast.

- Frost Bomb now has Cooldown Time of 4 seconds (previously 6). Now has Detonation Time of 2 seconds (previously 4). Number of pulses remains the same.
Reasoning: Infusions feel good on an endgame character, but hardly usable early on. 4 second detonation time is extreme, specially in areas where players can't cast it much further ahead of them. Level 1 skill introducing infusion mechanic shouldn't need a t2 support gem (Short Fuse) to become somewhat usable outside of boss fights. Infusion playstyle also demands Overabundance + Spell Echo/Cascade - way too much gem pressure early on.

- Orb of Storms now expires after player leaves it's Area of Effect (leaving behind a Lightning Infusion Remnant).
Reasoning: Hard to make use of early outside of boss fights. Also less punishing when combo playstyle is disrupted by reposition due to boss movement or being overwhelmed.

- Flame Wall renamed to Enflame. It is now an Orb Skill. It now creates a zone of Fire, which Ignites everything around the targeted area. Any Projectiles fired through the Fire by you and Allies now gain % of Damage as Extra Fire Damage instead.
Reasoning: it's wrong to have additive damage for spells without having damage effectiveness.

- Added new Support Gem - Magnetism. Supported Orb Skills attach to the Player, instead of being placed on the ground. Supported Skills have 30% Less Duration and deal 30% Less Damage.

- Added new Support Gem - Orbit. Supported Projectile Spell Skills orbit the Player when fired. Supported Skills deal 50% Less Damage. Supported Skills fire 50% Less Projectiles (rounded up).
Reasoning: this support + Fireball + Celestial MTX = anyone can roleplay as your mom!

- Wands and Staves can no longer roll Modifiers granting increased Damage, increased Cast Speed, increased Critical Chance for Spells or increased Critical Spell Damage Bonus. Some of them can now be rolled as Desecrated Modifiers instead. Spellcaster weapons can now roll modifiers granting More Spell Damage, More Cast Speed, Spell Critical Hit Chance and Critical Spell Damage Bonus.
Reasoning: if weapons are intended to be multiplicative with the skill tree - caster weapons aren't pulling that off.
Last bumped on Jan 28, 2026, 8:10:09 PM

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