how to make infusions more interesting to play
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Dear community, dear developers.
I was excited when infusions for the sorceress were released: they added so many combos and ways to change up my spells to the game. However it feels to me like something is missing in the actual infusion gameplay and that seems to be that in practice one is encouraged to always repeat the same combos over and over again. It would be more fun to be able to intentionally create and spend infusions on different things. So here are my ideas on how to improve the infusion gameplay: Lets distinguish 2 types of gameplay: collect infusions to spend them on a big spell and collect infusions to get into an empowered state to be able to spam empowered spells. Since the latter is a new mechanic, I'll explain it first: if a player collects X infusions (lets say 3 for the rest of this example, but this might not be the right number) of the same type, they consume them to become empowered in that element. Then they can use spammable skills like frost bolt, arc, frost darts, sparc etc. (and only those!, so e.g. not comet) that match the element of the consumed infusions in their empowered form for lets say 10 seconds. "Empowered form" means the version of the skill that currently consumes infusions. So with this change e.g. Arc would no longer be able to consume infusions, but instead after collecting 3 lightning infusions, they are consumed and one can freely cast arc (and spark, because they are both lightning elment) in their infusion-empowered form without consuming further infusions. This mechanic could replace the current Archon buffs and use their visuals. This removes the need of collecting many infusions to spend them on many weak, spammable skills. So the infusion generation could be rebalanced to be more on the lower side, to have a more intentional gameplay of deliberatly deciding to generate infusions and deciding on what to spend them. These choices on what to spend infusions need to be made more interesting: there should be a meaningful choice regarding which infusion I want to generate and on which spell to use it. For example firestorm: spending a frost infusion could make it an ice storm freezing enemies, spending a fire infusion makes it deal more damage and spending a lightning infusion makes it amplify the damage enemies take while under the effect of the lightning storm. There would be a real mutually exclusive choice if I want to have a damage spell (fire), crowd control spell (ice) or damage amplifying support spell (lightning) right now. Similiar choices could be introduced to other spells. Static combos become variable combos: instead of always repeating A -> B, I can now make choices on how to continue my combo and which infusions to consume depending on the combat situation. Last edited by Meril#8494 on Apr 17, 2026, 11:56:55 AM Last bumped on Apr 17, 2026, 12:29:05 PM
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collecting things on the ground is counter-immersion and just a bad gameplay design oveall. Instead of tactical decisions - you forced to collect things or just do no damage.
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There are a number of passive skill nodes that increase remnant pickup radius and they work well when invested into. The issue is it feels bad to take them when I could just grab more damage. I took a bunch on AoC monk to automate purple flames and it helped a lot.
Infusions can be fun but the payoff compared to something like CoC just isn’t there. |
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