What about making it similar to the eldritch crystal radiating its’ aura? I mean it kinda is like that already but more reliable in its radius would fix this nifty problem imo.
You referring to the sentinel of the three set bonus ?
It’s basically already like that, it’s just that visually, the seal covers the whole area of the effect, while the shard is not showing the radius… and it’s also 8 meters
Well thought out post, although I have to ultimately disagree with your opinions. I think Seal is fine, can easily evade and re cast without problems for the most part. 22/10 seal adds so much tankiness that you don’t even need to truly evade a sunder. A bit more radius wouldn’t hurt of course, Seal casting is abysmal at times on larger enemies. Tho you can remedy that partially by casting to the side or slightly behind you.
Thank you
That’s totally fine.
So, to a point, you sort of agree as well.
Because those are compensating tactics that are meant to make it more usable… which you wouldn’t need to do if the area was slightly bigger.
Well yes, I do agree with Seal being clunky at times; or it feels clunky if the pilot/player misuses it. I think it’s a skill based issue (for the most part, and certainly not casting aspersions on you-its a generalization); and I guess ultimately the game shouldn’t reward bad playing or perhaps a misstep by making things dummy proof.
Yeah, I’ve also noticed that
But you know what ? changing the size of the effect is also a great opportunity to resize the visual effect to match it more properly
IMO, part of the skill’s charm is the recasting and repositioning required to utilize it.
Now that base monster movement is lower with less slow resistance…however I agree with the difficulty casting it with large hit box mobs.
If anything I would recommend a light CDR improvement and increased capacity to place it where you need so that you can bounce around the battlefield while using it. The size should remain otherwise you end up with a possibility of homogenizing skills.
Edit: yeah resizing would be good based on those screenshots.
definitely
tho i don’t recall if, someone, said it was purely because of the camera angle/“isometric perspective”, or just misaligned smaller fx
mebe both?
I agree, and if the area was increased, you would still need to do that to use it to the best of its potential.
However it would make recasting and repositioning ONLY a strategic decision, and not a “Oh, I can’t get this to spawn exactly there, so I need to cast it again 3 feet away” decision.
Yeah this is an issue that not only IS suffers from. Some of the leap runes suffer from the same type of issue. You want to go to a certain space and sometimes it just doesn’t go where ya want. Engine limitation?
Maybe increase the range (and have the visual reflect it) by another whole character distance? That would be pretty big enough IMO. But on personal preference I would be good with it just being placed where you really want it.
i really doubt it’s remotely the same issue or related
leap runes uses pathing engine aside from acting to us “casting” it
Seal just has a small cast range, and will only interact with that and whether or not it might be proper object blocked(which would be a thing multiple skills relate to and seal seems relatively low impacted/can be placed inside objects etc)
I love playing the Inquisitor but i agree that the runes become “too small” as the crowds get bigger, esp after youre so despised that the crowds become huge and/or the waves keep coming.
I am NOT for moving them — they’re runes. They’re inscribed.
But i agree in a size increase, and would like to see that heavy point investment in them reaps rewards. If i were designing the game, i would start with a modest rune size, and give them an increasing size % as more points are invested. Even to an almost obscene size if you have skill addons.
Alternatively, you could add a “Rune Focus” skill that increases the size (and perhaps time) of all runes. This doesnt have to be in the skill tree, but can be on an Inquisitor-centric relic or set.
In the spirit of the Wind Devil, I’d sooner learn how to mod the game than cast an Inquisitor Seal on the ground.
A bit larger Inquisitor seal doesn’t hurt.
What about to increase the size of Inqui Seal not through the skill itself nor through the node, but delegate it on “Artifact Handling”? Enrich the usage (and unlock condition) with Inqui Seal as well?
I did read the full original post, but I haven’t read the discussion after, sorry.
Personally I absolutely hate the seal, because standing still in the game is often suicide. Positioning the seal some other place which is not the place you’re attacking is very inconvenient, because your cursor has to move away from the fight (and you stop attacking) to place the seal and then move into it after. Or if it runs out while you’re standing in it you have to move the cursor on yourself to cast it, which also disrupts the fight more than I like.
When I use it I usually just end up using it offensively, because then I can keep attacking whatever I’m attacking and just cast an extra seal under their feet. Then I move away to wherever with some movement skill and keep attacking right after.
It might be it’s totally possible to use it properly, but I just find it annoying to use and not worth my skill points (cause I always end up outside of it for more than half the time).
Making it bigger would definitely help with having to be less precise when placing them, having some room to still use it if some pool appeared on top of it, etc. I like the suggestion.
Ok but doesn’t artifact handling require a point in either RoK or RoH? So an AA build or any Inquis build not using those skills is forced to pick up one of the runes just for QoL for Seal. I don’t think that s a good approach.
Just change Artifact to affect Runes or Seal, simple.
Exactly, what @medea_fleecestealer says. Enrich the effect and unlock requirement to Inqui Seal.