Mark on hit
They specifically didnt want mark on hit to work with spells when they released the new marks. Its a balance choice by them. You are welcome to disagree and say why (as you have) but this is not an unfinished skill they let fall by the wayside.
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" You would be surprised how it can be used ;) |
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@fostaa: perhaps you didn't know (?) but there DID used to be mark on hit mods on rings/amulets/etc. GGG specifically removed these, and then released mark on hit.
They HAD a specific reason that they didn't want spells to proc marks automatically. Hextouch is different: it requires at least 3 empty slots, and a completely different skill. Mark on Hit requires 2 slots, and can be used with any attack skill you might already currently be using. They are different interactions, with different levels of power, and it was decided upon the invention of the skill that it would be an attack-specific skill. Your argument is the same as saying "why can't we use ancestral call with spells?" or "why can't minions apply curses". That's simply the way the devs decided the skill should work. |
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" If it's not obvious already - this is exactly what I am questioning. |
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" Your statement that you think the skill is unfinished is what is drawing these comments. It makes it look like you don't realize that its current form is fully intended. It's perfectly fine to give feedback that these should change but that statement is why people are letting you know the skill is working as GGG wants. Last edited by gladiatorpie#3317 on May 30, 2023, 11:29:26 AM
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^precisely. And throwing around the term "bug" when its clearly not a bug causes me to think a certain way :)
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Question for the OP.
I use Snipers Mark a lot, mainly on rares / bosses. I know I could use mark on hit, but why take a 16% reduction in effect for one button press and it's there for the duration. Does your mark constantly switch enemies when fighting groups (thinking of maps like Precinct or Lighthouse that have 4 or 5 bosses in them)? Seems it would be hard to isolate one enemy to try and remove before the others. |
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^its all about QoL. Any way I can reduce the number of clicks i have to make, I'll absolutely take it no matter what the downside is. They could reduce the mark 30+% and I would STILL choose Mark on Hit over self cast.
Especially if I have builds that already require multiple different skills to cast for bosses. Last edited by jsuslak313#7615 on May 30, 2023, 3:21:37 PM
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Thanks for the answer.
I am still learning (6 months playing) so always looking for insight. |
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For casters the mark mana cost is insignificant. For attacks, having 66 extra unreserved mana is actually big.
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