Read moreOkay, let's say that there is an explicit game design need for the "on use" effects to work as they currently are, and that mana-tracking affixes fulfill the role that I'm suggesting. I can see that for Rathpith Globe and Gluttony specifically, with a personal maybe on Shroud of the Lightless's Shade Form trigger. However:
- Why is Disintegrator worded "25% chance to gain a Siphoning Charge when you use a Skill" and not "25% chance to gain a Siphoning Charge when you Spend Mana on a Skill"?
- Why is Tawhoa, Forest's Strength worded "35% chance to gain an Endurance Charge when you use a Fire skill" and not "35% chance to gain an Endurance Charge when you Spend Mana on a Fire skill"?
- Why is Eber's Unification worded "Trigger Level 10 Void Gaze when you use a Skill" and not "Trigger Level 10 Void Gaze when you Spend Mana on a Skill"?
- Why is Zerphi's Last Breath worded "Grants Last Breath when you Use a Skill during Flask Effect, for (450-600)% of...
At a base level, it's considered good for bonuses to be better with some things than other things. Generally speaking there will be different bonuses that are better with those other things instead, which helps make different builds feel different, and have people make different choices about how they value things depending on what their character is doing.
I'm not trying to tell you you're doing it wrong, I'm trying to get you to think more about the design of specific game aspects and how they interact with other game aspects.
We already do think a lot about those aspects. In all the cases you list, there has been a discussion, in some cases a long back and forth one, possibly trying several versions and seeing how they play, about the specific nature of different ways to accomplish what certain stats are trying to do and which one is the best fit for the design intent for what that specific stat is trying to achieve.
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