Gosh, how...handy. Of all the things they could fix, they fixed this?
they don't want people min maxing with this system though. The idea is to not have 20 different things you need to change on every pullits also not exactly needed either,.you have multiple paths of multiple followers to utilise and the if conduits are the only thing that would make you down a boss then you are maybe in the wrong difficulty.
Just remove it. Why bother?
this is NOT what we wanted.just REMOVE that damn energy, literally 0 reason for it to exist
I believe I understand what they are trying to do here. But I just don't think it works. The only solution I see to improving the existing system is to remove Conduit Energy. It's just such a negative in terms of how it effects the way players are able to play the game. ~If you use Soul Bind A for Spec A it's going to have conduits specialized to that spec. (that don't work with other specs) So using Soul Bind A for something other than Spec A is going to feel bad or cost a lot of conduit energy to swap. Hitting an energy wall here is not a good experience. ~Now lets say you want a, less often, more permanent style of swap. Lets say you've decided to swap from Spec A to B and you want to repurpose the Soul Bind you've used for each spec previously. Hitting an energy wall here is not a good experience. ~ And obviously the player who wants to swap more often than the system currently allows is just locked out.What I believe they are trying to do, is create something that players don't change on a per encounter or per activity basis. They want the choices to be evaluated for their all around usefulness. Cool. I can appreciate this line of thought, as someone who was heavily into M+ in Legion and with my whole group participated in the Meta of swapping trinkets, legendries, and speed sets of gear around throughout the course of a dungeon run in order to gain time... we absolutely hated having to do all that to preform the best we possibly could. It wasn't difficult to accomplish, just really really annoying to go for those gains. Raiding to a lesser degree was having this happen in MoP, where between every encounter it seemed like we had to take a 3min break so the raid could swap and retool their kit for the next encounter; Talents, Glyphs, Trinkets, Reforging, ect . The gains were there but it was a really tedious thing they opened players up to. As they add more systems on top of talents, you will end up hyper customizing each of them for the desired task at hand. If there is nothing impeding you, if these systems are swappable on the fly, you are going to see players swapping for each encounter/activity. The more layers of these swappable customization systems there are, the more involved and tedious the process of swapping becomes. To guard against that I think they've been designing recent systems warry of the problems this swappability could potentially lead to. Keeping the issue in mind. I think I get what they are trying to do here. I really do. But I just don't think it works. The only solution I see to improving the existing system is to remove Conduit Energy. It's just such a negative in terms of how it effects the way players are able to play the game.
already can only change conduits only in your covenant.... but then further taxed...should just remove it
Cannot wait for some ffffekin' magician to just walk into Blizzard and convince them to remove these absolutely hare-brained, dumbass systems that not a single player wants or enjoys and LITERALLY EXIST FOR NO REASON BUT JUST TO ERODE THEIR PLAYERBASE. BLIZZARD, HELLOOOOOOOOOOOStill an improvement though, so...well done.