Rejuvenation needs to be easier to use.

    • Rejuvenation needs to be easier to use.

      Nature staffs are already out of the meta it seems, but hey I enjoy playing them. What bothers me though is how difficult it is to tell how many stacks of Rejuvenation I have on somebody.

      They don't show up on my party UI and counting the number of leaves/waiting for them to disappear mid combat is a royal pain. I'm playing number games in my head instead of playing the game. Why is it set up this way anyway?

      Just make it so that max stacks it 3, but reapplication resets the duration. It'd be so much easier to use and might actually allow it to be meta.

      Also Rejuvenating Mushroom SAYS its cast time is 0s, but you have to stop to cast it. You should be able to cast it while moving.

      Thanks for reading!

      The post was edited 1 time, last by Skollseye ().

    • Mrpotato wrote:

      idk about nature staffs, but there is a thing called standtime, all abilities need the character to stop for a moment (depending on the ability its between 0.2 and 0.5) seconds, kinda wierd but anyway
      I'd agree with you if that was universally true but both the Q1 Rejuvenation and W2 Cleanse Heal don't work like that? You can just keep moving as it instantaneously casts.

      So if so, then there's a consistency problem, and I'd rather them err on the side of 0s Cast Time = Instant.
    • @Skollseye @Mrpotato
      The spell structure goes something like this:
      1. Cast-time; (I usually separate it into 2 variants of true and artificial: Interruptible and cancellable VS Uninterruptible and uncancellable; second one sometimes allows movement as the case for Rejuvenation)
      2. Cast-point; (Skill goes on cooldown)
      3. Hit-delay; (Time before skill has active hitboxes / reaches target)
      4. Active;
      5. Standtime. (Recovery)
      Standtime is the recovery after casting a spell, two good examples of it are Dagger pair and Broadsword E-slot spells.
      I am not sure if the ability to move during cast even has an official term, yet it has been used as a way to artificialise true cast time without their interruptability, and is present exclusively on a per-spell basis (i.e: Swords' Heroic cleave Q has a movement stiffling moment during cast, while Axes' Rending swing does not, despite serving similar roles).

      Also as a PSA: there are some spells that could be interrupted between Cast-point and Hit-delay like Graveguard helmet if you apply hard CC at the very start of animation (There seems to be another separation between Cast-point and Hit-delay?).
      - You're a monster.
      - Am I?
    • Fine, stand time and all that, that's a minor second suggestion.

      What I really can't comprehend is the way the Rejuvenation buff works. The Q1 Rejuvenation literally has a punishment mechanic.

      You don't lose all your Assassin charges just cause you gained 1 too many on dagger, or Heroic charges on sword. It's not fun or interesting or good design.

      If you want to make Rejuvenation weaker, then just nerf it a little, don't make us do this weird juggling act. So many nature staff builds aren't viable because I can't just reset the duration like I would literally any other buff in the game.
    • Skollseye wrote:

      Fine, stand time and all that, that's a minor second suggestion.
      What I really can't comprehend is the way the Rejuvenation buff works. The Q1 Rejuvenation literally has a punishment mechanic.
      You don't lose all your Assassin charges just cause you gained 1 too many on dagger, or Heroic charges on sword. It's not fun or interesting or good design.
      If you want to make Rejuvenation weaker, then just nerf it a little, don't make us do this weird juggling act. So many nature staff builds aren't viable because I can't just reset the duration like I would literally any other buff in the game.
      The Q juggling is the core difference which separates Holy and Druid, it allows the former to effectively generate mana out of thin air for the cost of lower total healing output due to downtime generated by consuming/dropping stacks.
      Don't forget that unlike Holy, Druids can keep continuously healing multiple targets even when being CC'd.

      But the concern that it's not clearly visible and has too high of a high skill ceiling to be employed atleast somewhat efficiently by new players is still there.
      One obvious thing is to allow to move the buff bar from that fucking corner which requires to switch your vision cone drastically in the middle of battle, that being far from ideal.
      - You're a monster.
      - Am I?
    • Skollseye wrote:

      Mrpotato wrote:

      idk about nature staffs, but there is a thing called standtime, all abilities need the character to stop for a moment (depending on the ability its between 0.2 and 0.5) seconds, kinda wierd but anyway
      I'd agree with you if that was universally true but both the Q1 Rejuvenation and W2 Cleanse Heal don't work like that? You can just keep moving as it instantaneously casts.
      So if so, then there's a consistency problem, and I'd rather them err on the side of 0s Cast Time = Instant.
      Q1 having no stand time is simple, imagine your character has to stop every second due to standtime in order to put a reju stack? It would be stupidly bad with the effect it provides currently.

      For cleanse Heal idk the reason but my guess is simply balancing purpose. Most of the time standtime on spells is for balancing purpose.