Mhm… yes. The TR’s unlinked buffs.
That’s one of that sets issues. The other is that multi-element doesn’t actually work. And that’s the biggest issue right there.
The main part of the damage buff is obtained through dedicated legendaries with huge multipliers. The more items exist for 1 skill, the less possible becomes a real multi-element build, because elements are tied to skills and their runes and you cannot have more than one instance per skill on your bar. From how I see it there’s a select few options to circumvent this:
- allow multiple instances of a skill in your bar, that means you can have e.g. Thundercrash, Star Pact, Comet and Meteor Shower for your attacks and have your armor skill and maybe Teleport or whatever else is there…
- another idea would be to make items/set buffs autocast skills that have the all elements… like auto Meteor from Tal Rasha… the casted rune depends on the element you attack/hit with
- get rid of several huge multipliers and have a maximum of two items per skill offering damage buffs… not realistic, but yeah…
- allow buffs for skill A to also work on skill B, C, D… very hard to balance
- offer buffs for a group of skills (e.g. your Secondary skills deal more damage)
I would prefer option 2 in that regard, if we talk about Tal Rasha set, maybe like this:
Tal Rasha’s Elements
(2) piece bonus:
Arcane, Cold, Fire and Lightning attacks each grant a stack of Elemental Fury for 8 seconds. At 4 stacks, switching between different elemental attacks extends the duration by 2 seconds, up to a maximum of 12 seconds. Primary skills deal 50% more damage per stack of Elemental Fury, and attack 25% faster.
(4) piece bonus:
You take 15% less damage per stack of Elemental Fury.
(6) piece bonus:
Each stack of Elemental Fury increases all damage dealt by 3000% and reduces the cooldown time of your Arcane Power spending skills by 10%. Your attacks automatically expose your targets to all elements while you are on four stacks.
Stone of Jordan:
All your static elemental damage bonus to skill effects are increased by X% and now affect every element available to your character class.
How would this help? Let’s see:
We can now add some items for the autocasts that make sense. One would be Meteor, obviously. Another one could be Explosive Blast. Maybe Black Hole, if it was to be used as a damage dealer (though I only see this one as a utility skill).
Nilfur’s Wings [Legendary Shoulders] [NEW]
Attacking with Arcane, Cold, Fire or Lightning immediately draws a Meteor of the same element from sky. Each damage type can cause a Meteor to fall once every 6 seconds. This is susceptible to cooldown reduction effects. Meteor deals XXX% more damage.
Cathan’s Guards [Legendary Shoulders] [NEW]
Hitting an enemy with Arcane, Cold, Fire or Lightning detonates Explosive Blast of the same element on the target. Each damage type cause an explosion once every 3 seconds. This is susceptible to cooldown reduction effects. Explosive Blast deals XXX% more damage.
Now imagine a playstyle where you use four different element skills to attack your enemies but none really deals damage. instead you gear for the autocasted skill and rely on it to kill things. It’s basically multi-element by proxy, but given the state of things it might be the only way to get that to work.