Rant: Some QoL and semi expected things we can't do

Heres a Random list of things I've had issues with, wondered why they work that way instead of this way, and Suggestions I'd really like to see in-game,

First off, (I could have sworn before this Content Release there were wands) giving the player a option to use a wand with a artifact instead of how it is now. Now you can only use a gun or a 1h melee item which really sucks if you have a great artifact but it just doesn't have the ability to keep up with willpower regen / recovery compared to the 2h staffs. Staves are really our only option as a caster in this latest content update, I currently have a artifact that does more DPS than my 2h staff but even with 3 Offensive sockets being used for % Willpower Regen, it still isn't sustainable compared to the Staves ability to recover willpower on auto attack.* So could we please have wands (back, if they were removed)*.**

Secondly, Having a "Move Only" option as our left click or as a "Skill" to be placed in the hotbar , or allow us to be able to use LMB as a configurable key bind in the option menu, as the "Forced Movement" bind is default to LCtrl but its very annoying when i try and move that i start auto attacking in mid battles because my hand placement doesnt allow me to pinky press left Control while working with my other modified binds.Preferably the Move only option on our hot bar would be more ideal as I am sure not only myself would like to use the LMB for skill binds.

It would be cool to have atleast one more if not two of the closed off potion/skill slots on our hotbar

Flat damage to spells is doing more damage than %elemental/occult/material damage or Ability/Spell Power it feels. I have a Ring that gives 5-7 Lightning on spells and 4-6 Fire on spells which equals about 63 out of my 247 Average damage Total. I understand that flat will be of more value to Damage until a certain amount and then % to said type will be more of value, but trying to get the stars to align what element/material/occult flat damages to spells you are going to get to make that build work. Annihilation with toxic conversion and double ailment application and damage build, is what i use right now because i have to use the 4/10 pt's to convert Aether to Toxic for Actual damaging Ailments to be applied for my build. Where as, if there was more option for elemental damage or %increases to ailment stack or damage, i would be able to manipulate my gear/build only a little bit in order to get my desired Ailments i want to apply using a skill i want to use. Please increase %'s to element/occult/material damages/ailment chances so builds aren't hard locked, until the RNG to get better rings/amulets/artifacts is higher than getting uniques/legendaries

Will update and add/remove as I go or as maybe some of my suggestions are corrected or explained more.

Thanks for your time,

Replies: 1

Created: 4 years, 10 months ago

Category: Feedback & Suggestions

Try disabling the auto attack option in the settings for the movement issue. I haven't tried it out myself but I've heard other people had success with it :)

Created: 4 years, 10 months ago

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