@Wolfmane: No idea. Try to build one. Try to get some CDR. I may add a little CDR to demonslayer’s gun piece as well. Look for Zantarin’s Shoulderguard nemesis MI as I added CDR to that as well.
Ok ahem
Cornucopia players I need your input
In the last hotfix I added a feature which lets items directly impact the functionality of class skills. I do this by adding INVISIBLE skill modifiers to main skill lines in your class tree. So like, look at Dreeg’s Evil Eye for occultist, and imagine that after “Vile Eruption” there was another, invisible skill that you couldn’t spend skill points in, but started at rank 1 instead of rank 0 like normal skills.
Well that’s literally what I did. The downside is that when you invest in DEE, if you try to respec your skill points out, you won’t be able to remove the last point. You will permanently have 1 skill point in DEE as a side-effect of the hidden invisible skill having a permanent point.
I have two options:
1.Add, "Requires 1 non-refundable skill point to activate. to the description of main skills I add this feature to OR:
2.Or I could actually do a wonky work around: I could make an alternate version of say, Dreeg’s Evil Eye that is ALSO invisible. It would be identical in look but do only 1 acid damage, and start with a point in it. Then I’d take the current Dreeg’s Evil eye, and turn it into a modifier for the 1 point Dreeg’s Evil eye. This would make the skill functionally the same and you’d be able to fully respec out.
The issue here is that if I use method 2, when you look at your UI description for the skill, it will always say DEE is lvl 1. That’s about it. Oh and it would mean that, for this example, you’d unlock a useless version of DEE doing 1 point of damage the moment you invest in occultist. Like, even without putting any points in the DEE line you’d be able to add a shit version of DEE to your skill bar. This would happen to every active that I add this to. Weak versions that you unlock without investment, that have basically 0 stats or function until you invest in them, in which they’d function normally like vanilla.
Your input will help determine my choice.
I lean toward red text because it’s easier to implement as I am lazy, actually promotes consequence on investment (i know players that hate this tho) and you lovely fucks can always use a trainer to get the point back anyway if you want.