Soul Fragments

Been playing Vengeance for a while, and I find the soul fragment resource to be quite clunky. For one, you can outrange the orbs (which is sort of annoying in combination with having to Infernal Leap to kite , but minor annoyance), and the most annoying aspect is the small delay between shattering the orbs and them actually being usable.

Wouldn’t it be easier to just make Soul Fragments a self-buff that we can use when we need to, rather than it being a clunky, semi-controllable resource? I don’t think it’d make much difference to our rotation, we’d still spam them whenever we can with Spirit Bombs, it’d just make the spec feel a lot smoother. =/

So DK?

Orbs shouldn’t have to wait to hit the ground to be used. That I hate. But I’m totally okay with generating them.

To each their own though.

Hmm no, not like a DK. More like every time you Fracture, you’d get a buff that adds 2 Soul Fragments to your buffs. Then you can use them instantly. That way there’s no delay due to them flying out of the enemys body.

The problem isn’t so much the delay, it’s the fact that they are proximity-consumed world objects. Only one other class in the game has a mechanic like that, Brewmaster with their orbs, and those function more as a tertiary resource than a primary (and have a much smaller consumption radius to boot). VDH souls are their primary resource right now (given how worthless pain is). No class should suffer loss of resources simply because they are forced to move around.

I’ve been advocating for VDH souls to become effectively like combo points for a while now. Give them a neat graphic of souls swirling around the DH, but make them a resource inherent to the DH, NOT world objects.

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Yes, something like combo points would fix the issue entirely.

I’m honestly fine with the delay, my issue is the consumable radius. I shouldn’t be forced to choose between getting crushed for 85% of my life or moving out of the way and losing all of my pooled souls. They need to just make them usable ONLY from the tools that pull them back in, and not when you step on them.

I think the idea behind it is that because DH’s have such crazy amount of movement compared to other tanks that it is supposed of sort of “ground” you and make you think before you leap and bound all over the place but i agree, its definitely clunky and not a ton of fun to use as a resource.

I agree 100%.

I do personally really enjoy the aesthetic of seeing a bunch of fragments spill out of enemies, but I just don’t want them to be consumed by proximity. They should be consumed only through soul-consuming abilities, and the UI should be altered to include them, a la combo points.