Mark on hit

Mark on hit should be usable on Spell hits too. Not by Attacks only.





...in comparison with Hextouch:




I won't lie when I say that I expect this as a hotfix in the next few days.
It is ridiculous.
Last edited by fostaa#0384 on May 20, 2023, 2:43:15 PM
Last bumped on May 31, 2023, 9:19:56 PM
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That is more a suggestion but I would absolutely support that.
Yes, if needed, this can be moved to Suggestions.

Thank you.
Can someone from GGG look into this?
Also, move it into the suggestions or bug report section, please.

"
fostaa wrote:
Can someone from GGG look into this?
Also, move it into the suggestions or bug report section, please.



There is nothing to look into.
It's designed that way like the text clearly says.
"
HanSoloDK wrote:
"
fostaa wrote:
Can someone from GGG look into this?
Also, move it into the suggestions or bug report section, please.



There is nothing to look into.
It's designed that way like the text clearly says.


This.
Mark on Hit has always been attacks only, since it was released a year and a half ago. I think its safe to say taht its no bug and is intended to only work with attacks.

I'm not sure their reasoning for that, but they must have had a reasoning to NOT copy hextouch...
Last edited by jsuslak313#7615 on May 29, 2023, 8:43:46 AM
It's a good thing that spells and attacks have different interactions, and auto-cursing the most relevant monsters on an isolated 2-link doesn't need buffing.
The only thing I would correct is the "Mark on hit with attacks" with a "Mark non-Marked enemies on hit with attacks".
It's kinda useless to constantly mark with an infinite duration curse an enemy, and the mana multiplier combined with the already increased mana cost of curses in general makes it less available than it seems at first glance
All of you reply with no argument until now. Thank you for being simple.
I expect some actual reasons explained. Preferably by someone from GGG even though I have my doubts anyway.

There are plenty of reasons that it should work on spells as well as attacks:

-Many spells have projectiles that can scale dmg with Sniper's mark;
-You can ignite and poison with spells so that you can benefit from Alchemist's Mark;
-The other marks that have generic bonuses, etc;
-Hextouch Support apply with spells hits as well as with attack hits;
-Hexes affect dmg with attacks as well as spells;
-There's is an obvious, intentional, required and completely understandable difference between Hexes and Marks that is based on what bonuses you get from each of them. This contributes to a very beautiful diversification creating different options of scaling damage - while Hexes would most of the times give you plain bonuses (dmg/resistance reduce, slow, dmg reduce), the Marks affect different types of game mechanics such as crit, charge generation, projectile interaction/dmg, life/mana recovery, etc. This makes a perfect thing to make people do interesting combinations between Hexes and Marks;
-There is a reason for Hextouch and Mark on hit to have reduced effect of the respective curse they support. But they both have it;
-There is no "Curse enemies with <Mark> on hit" mod while there's plenty of these for Hexes;
-Hexes and Marks are both curses sharing curse limit;
-I can always self-cast a Mark which has infinite duration. And the infinite duration is actually redundant in most cases.


***

...and other reasons that I guess it's needless to point out.
With enough reasons described above, I can only conclude that the current state of Mark on Hit is unfinished and it should affect spell hits as well.
Last edited by fostaa#0384 on May 29, 2023, 10:34:58 AM

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