Mosaic should be removed and assassin skills improved instead

I remain unconvinced by the idea.
Sure, you are forcing a form of alternation between A and B skills, but in essence, you are not charging anymore, you are directly applying the discharge effect and forcing an alternative discharge to continue more discharge. That’s clearly not a charging skill anymore.

you want to know why everyone asked for 50? because 25% was garbage. having a huge RNG element to whether you can use your skills or not is horrible design and even worse than how it was before

Javazone is rougher, and a lot more OP

If 25% is junk and 50% is overpower then maybe the balance is somewhere in the middle, the problem is how many % and what will be done with the other Sin specific items.

no, anything less than 100% is junk and the power of the skills is overtuned for 100%. the MA sin was not fun to play before. adding anti QoL into it does not make it better, it makes it worse lol you could make it 49% each and the build would, no exaggeration, return to how it was before, super awkward and frustrating to play. the skills that are used being RNG is just anti ARPG. why should the skills you use be completely randomized?

read a few posts up on my long post about why MA sin is op. its not because of the mosaic mechanic

Sure it is, you still get charges so it’s a charging skill. If you want to make the release more meaningful, the damage could be double if a finisher is used to release the charges.

The fact of the issue with MA skill is the charging aspect is really unfun to play, you could go the mosaic way and attempt to remove it from the game or you could make the charging rewarding to play. Nobody like doing normal attacks that do no damage while everyone else is clearing your screen. Charging up needs to have some sort of utility by itself to be competitive, even if it’s just some sort of generic aoe, that’s just reality. It needs to be more than just a basic attack.

No she is not. Even even if that would be the case, then so what? Did I say she is OK? She needs nerf too. Well its not exactly Javazon what is the issue in that case, Its mostly Infinity, another terrible runeword which should never exist :slight_smile:

i disagree. i think the charging up aspect is the drawback to beinga ble to cast multiple skills in single animations. if she can activate charges while charging up, she pushes more into being mechanically overtuned, since the restrictions to her skill activates get less and less. i dont think the charging up has to be as good as the releasing. it just needs to be a healthy balance. something like 10-20% charging and 80-90% releasing, and nerf the skills in accordance with that amount of releasing time. her skills need to have some drawback since she has the unique and powerful advantage to multicast skills.

your idea of returning it back to 80% charging and 20% releasing but a special benefit of charging will activate the charge it just built up is just how the build was before but only marginally better. the mosaic mechanic is needed for the build to be fun to play. the build just needs to be balanced around such a stark difference in mechanic gameplay.

Mosaic seeks to do away with charging. Charging is still a chore with this mechanic, once you have your charges up all you’re worried about is having them time out and you have to charge up again. If you’re doing that why not just have the charge ups as equipped aura and get rid of the charge up part you’re trying to avoid altogether. It will get rid of the worst part of the skills and bring some balance back since you can only equip one aura. The original mechanics weren’t design for mosaic, the payout was not supposed to be spamming all your skills at 7 attack a second indefinitely.

And why is it that only assassin require a drawback to their skills when their skills suck to begin with. Let’s make this clear, MA is not broken mosaic is. The only thing that drawbacks do is make the skill unfun. You shouldn’t punish someone for wanting to use a skill. Mechanics should be smooth and rewarding, if you’re actively dreading one part of the skill you’re doing it wrong. It makes no sense that assassin skills require drawbacks when no other character does.

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you may have fat fingered post and are still writing your post, but i still want to respond to this point.

why do so many people think the issue solely lies with the mosaic mechanic? like, people do understand that dps is the final determination of a build’s damage strength right? like, if a skill is capable of one shotting absolutely everything on screen that wasnt act bosses but had a cooldown of 2 minutes, is it op? what about 5 seconds? well yes, a one shot every 5 seconds is most definitely op.

the same idea applies to MA skills. they are good, strong skills. the rate at which you could use them in LOD was terrible. at roughly 20% releasing time, you spent 4x longer gaining the ability do deal damage than actually dealt damage. then, d2r made it to where releasing only released 1 charge. after the initial chargeup, this becomes roughly 50% charging, 50% releasing. and it was still garbage. who wants to play a melee ranged sorceress where every other ability is outright ignored? thats what MA sin was. now that shes brought up to the ability to release 100% of the time, she is overpowered, because her skills are too strong relative to that nature. what is so hard to understand about that? if you can activate a skill more often, it gets stronger. the rate of activation directly impacts the strength of the skill. you cant say the skills arent op, mosaic is, because mosaic just changes the rate of usage of the skill. the skills are op when used that often.

your suggestion ultimately aims to undo that and make it to where you spend more time charging than releasing, which is what made the build awful in the first place. not even 50/50 was good.

assassin requires a drawback under the assumption of multicasting skills. her skills don’t suck. her rate of fire sucks. once you give her infinite rate of fire, shes op, because the skills are too strong when activated that quickly. but at 50/50, they are not too strong, because you cant use them often enough to be comparatively good to any other build in the game who doesnt need to charge up. but when you operate under the assumption that she releases more than she charges (which is how she should be played, as we already have evidence to highly suggest the build is awful to play even at 50/50, and your suggestion doesnt change that statistic much if at all), her abilities are too strong and require a drawback. she should not be able to immediately jump to activation of her charge stacks, otherwise shes just a sorceress who can cast chain lightning, fireball, and frozen orb in the same time span a sorceress could cast one of those spells.

you can’t argue being able to cast up to 9 unique spells (not skills) in a singular animation is not a strong mechanic. and rather than remove this, she needs something to counteract this strength. charging up. she needs to charge up to be able to have that ability. its a rate limit to her power expression. but remember, if she has to charge more than she can release, she is a useless build. of course, mosaic’s mechanic prevents that mechanic too strongly, as you only need to build up once and never again until you step away from combat for 15 seconds. my suggestion solves that and helps to mitigate the frustration of having to rebuild everything from the ground up if you stop to town for a hot second or id an item or have to tab out for a quick second.

edit: remember, she is a multicaster. for every charge she has to build before she can release again, the time spent charging increases significantly. having to rebuild 1 charge per release when you are using 3 charge stacks means you have to charge 3 times per 1 release, which is 75% charging and 25% releasing. thus, you cannot have 1 charge lost per release. mosaic mechanic fixes that, but it mitigates the other drawbacks too strongly too.

The problem with mosaic is that the rate is so fast that it becomes hard to balance, especially when the mechanic is tied to the item itself. You can’t nerf any of the skills without make MA even more trash for non mosaic users. The rate is so fast it even causes system lag, if you want anymore proof that the mechanics weren’t designed to function this way.

Having the charges trigger on both gaining and releasing charges increases the trigger rate but it maintains it at a pace that’s still easy to balance and doesn’t break the game. It’s pretty much 100% up time without causing the game to crash. If you’re gonna say what if I want to spam all my charge ups at the same time with no down time. That’s not what was intended, especially with how synergies works. Even the graphics disagree with this because you become a white blob that blinds the screen. Right now there’s no reason to not equip all your charge ups even if they’re level one. It takes away meaningful choice, if you could use everything why not use everything?

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it’s not though. charging up i would presume only activates that specific charge. releasing then releases 1 charge from every stack. so now you have to charge 1 charge on every charge stack to release again. and remember, dragon talon releases on every kick, so 1 dragon talon will consume every single charge you have, requiring you to rebuild entirely from teh ground up on release. dragon claw hits twice, so you have to rebuild each charge twice on every release. this limits you to dragon tail (which cant be used with FoF) and dragon flight (which has a fixed 23 frame cooldown).

yes, which is what i said.

that’s not what we’re talking about though. my suggestion includes removing the mechanic from mosaic.

yes, which is also what i said.

agreed, which is also what i said. but your suggestion pivots it far too hard into the direction it use to be in. you probably didnt read my reply that had my entire suggestion, so ill link it:

jump to after the second batch of quotes. the stuff above it is just what i’ve already said recently to you

What I’m suggesting is an improvement to the existing mechanics without changing it all together. Mosaic is going too far introducing a completely new and untested mechanic. To make it clear I am firmly against being able to spam all your charge ups indefinitely. I still want there to be difference between builds within MA. Being able to spam everything is homogenizing, literally all mosaicsins look the same. It’s a big mess where you can’t tell what skill you’re using because it all become a white blob.

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that’s what im suggesting too. however, your idea is not good enough. it is still an underpowered build by your design, because you end up spending much more time charging than releasing, even if you release on every charge.

Obviously the changes would come with increased damage to the skills. The rate of trigger is just too much for mosaic, I rather the attack rate be slowed down and the attacks hit harder.

im not in favor. i can tell you arent reading my suggestions because my suggestions come with the implicit design of completely removing the visual eye destruction death of visual clutter that current mosaicsin is. i genuinely believe that you could grossly overbuff the skills but the build will still be awful to play because the time spent charging vastly outweighs the time spent releasing, which is what plagued the build in the first place. just make the skills not as strong when you are releasing that frequently. it makes it a more interactive and fun build without making it obnoxious and tedious to play by spending so much time charging up

The issue with Mosaic is that it is impossible to balance non-Mosaic Martial Arts separately from this build. This brings huge issues with the ability to bring non-Mosaic Martial Arts to a decent level, making Mosaic almost mandatory for Martial Arts.

This is why it’s important that Mosaic gets a drawback (I suggested limiting charges per skill to 2 instead of 3).

And in my opinion the proper way to patch the Martial Arts system is to make charging up reliable so that you can play the rhythm game like intended. From that point, it’s relatively easy to balance it.

It is fundamentally changing it, though. Getting the rewards 100% of the time instead of choosing the best moment to get them after charging them is a fundamental change of the system.

no, this is doesnt change anything. current mosaicsin only needs charge 2 of claws of thunder and charge 2 of phoenix strike to perform as it does. all this does it make the build have less options and push more people into the overpowered variant of the build.

Look the skills look fine when they are by themselves and not spammed at 7 attacks per second. If that doesn’t tell you they weren’t intending for them to be used this way. Mosaic is warping the game around it to try to make it work.

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It’s the same build, though.