Mobs & Boss separate setups [QoL suggestion]

A core mechanic of the game are skills that trigger on death (or just shot in all directions). They are not useful vs single target encounters, or any even multiple no easy kills.

Skills like heralds are entirely pointless in boss fights (outside minor encounters of summoning adds). They take spirit and skill slot(s) and provide no benefits.

The passive skill tree is in similar state, stuff like on kill provides no bonuses for instance (or being surrounded, ermm).

Personally I have attempted to solve the issue by having weapon in slot two for bosses with a different passive skill tree. However, that involves moving the main weapon/off hand to the weapon slot two, rearranging all gems. Removing skills like heralds, stuff like innervate/cannibalism and so on. Then, finding and setting up all boss-exclusive skills with their respective support gems.
The game would auto - swap some skills on its own, i.e. the basic attack will become the punch.


I'd like to have the ability to easily swap between general purpose multi-mob setup and a single target one. It should involve passive skill tree and gem selection, along with skill slot assignment. It can cost gold or even be a paid feature.

Currently it's doable but it's exceptionally clunky.


Dernière édition par bestsss#7863, le 19 sept. 2025 à 10:11:42
Dernier bump le 19 sept. 2025 à 08:09:35

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