granted i didn’t look at many, but what i looked at fit my wind devil description “perfectly”
it might be different “attacks” added, but it’s still what GD does, just cut up into pieces and spread out, when at least half of them could have been, like in GD easily have been unified into a single node/skill/effect, for the players benefit
base skill, minus x effects and dmg
node out that just basic stat upgrade, could easily have been baked into main skill poin upgrade
another node with additional dmg to main skill, ala how wind devil main node has phys dmg and lightning dmg
another node with new effect, ie raging tempest
then anode with dmg upgrade to that node
then a node adding a status effect or some buff/debuff to that node
then a new skill/effect addition, with the same piecemeal separation as above
it’s why i used wind devil and not sigil, because wind devil does basically that
this, to my eyes looks what LE does, each colour corresponds to a skill mod in LE
^that’s 15 different things, just made individual…
that’s how you get 20 some skill nodes, GD just cut through the BS and went like “wouldn’t it just make more sense and have it be part of the same?”
obv granted not every skill in GD is specifically like wind devils, tho in LE similarity pierce meal effect many seem to be still, in GDSigils are just as generic a skill as they come. But even GD sigils they would have easily cut up into atleast 8 separate nodes
which honestly, imo, GD fanboi’ism aside, seem not just superfluous, but almost “insulting” in terms of build depth, because it’s just sorta artificially inflated by cutting it up to so small individual bonuses that didn’t “need” to
*should maybe point out i’m not dissing all the separate and different skill effects in LE
as mentioned Sigils basically has none, so using it as an example doesn’t really seem like a full 1:1, and there are still more addon skills than you get with most of GDs 3node/multi effect skills - but the inflation stems from many of the supporting could easily have been merged together and been an incremental base upgrade
like how you get increasing more frags on some skills in gd, aside from base dmg, instead of having more frags being a separate node, or more targets be a separate node, just have it be part of the base upgrade, liek maelstrom +targets at breakpoints. And obviously include silly base dmg/passive stat upgrades in the main nodes too, like, that’s just stingy, even GD gets you multiple stats per regular passive/generic dmg boost node