[Suggestion] Changing Offensive Celestial Powers visuals at 70% damage conversion treshold

Recently I had the idea to try out a doom bolt built and stumbled upon one with lightning conversion. Seeing in the build video that doombolt had the same color as the reckless tempest it utilized.

I was thrilled and wanted to see if this can be replicated with a blood orb of ch’ton as chaos variant but a few posts later in the forums here I learned that celestial powers don’t change their visuals at all and that visual changes are generally tied to items (often MIs) changing a skills damage type, i.e. Storm Herald for Doom Bolt.

My suggestion would be to have celestial powers change visuals or at least color to the percentual largest damage type they get converted to and I believe a 70% threshold would be a good number.

I realize it’s basically just a fluff suggestion and I have no idea if this would be possible really, but it’d be great and would add more identity to builds perhaps. :crazy_face:

3 Likes

I too would like seeing something like that in the game, but I’m afraid it’s not going to happen. There’s too many recolors that would need to be made for all the skills with conversion on them.

Maybe it could be made with just a few though?
So that only the “big skills” you can easily see like Doom Bolt or Devastation change color. That’d be cool.

I think that recolors is one thing
but another is implementing conversion calculator, finding max
i.e. if you have 70% lightning to fire and 70% lightning to cold
then it’s not truly 70% etc
and checking which devotions have what element

I don’t think Crate would like to code such low-level stuff at this point of development

Seeing as ever devotion proc has generally one damage type higher than the other, this shouldn’t be an issue. No matter on what type you focus, one will always be higher, that one would be what defines the visual then.

Oh no no no. I was specifically saying Celestial Powers. The mastery skills have their visual changers with Mis and legendaries. No need to fiddle with those.

As far as I understand, visual swaps to skills cannot be done retroactively without extensive changes to the game engine, which this late into the game’s life cycle are extremely unlikely to happen.

Every conversion you see that changes a skill’s colour or visuals was hardcoded, meaning the specific graphics were made for it instead of it being automated in some way. Having to do the same for every devotion and every damage type combination would take hundreds if not thousands of manual graphic swaps so you can imagine how much work it would take to implement.

Personally, I have my fingers crossed that something like this gets implemented in a sequel to Grim Dawn years down the line but as of now, I wouldn’t expect it for the current game. I think it’s the best to enjoy what we have gotten, and with the numerous FX swaps and skill updates they have been doing since the start of Forgotten Gods, I get the impression that they are doing what they can and working with what they’ve got.

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