Suggestions for the Activation & Deactivation Mechanic of Tinctures

I have identified two problems with the Tincture's activation/deactivation mechanic and present some possible solutions here.




Problem 1
Problem
Tinctures can only be activated manually, and deactivated manually or upon reaching 12 mana burn stacks with the mastery

Suggested Solution
Allow Instilling Orbs to be applied to tinctures. They would have their own set of enchantments.

For the enchantments, some could be copied from flasks, including:
  • Activate when you hit a Rare or Unique Enemy
  • Activate when you Use a Guard Skill
  • Activate When you Use a Travel Skill
  • Activate when you take a Savage Hit
  • Activate when you Block


Ideas for new enchantments exclusive to tinctures:
  • Deactivate when you use a mana flask
  • Activate when cooldown ends
  • Deactivate when you drop to 20% of unreserved Mana





Problem 2
Problem
A separate but related issue, is that there are currently no measures in place to prevent tinctures from being deactivated immediately after activating them.

Two Suggested Solutions
  • A new mastery "Tinctures cannot be deactivated manually"
  • A secondary cooldown of 0.5 seconds to prevent the tincture from being deactivated with an accidental double click.
    This would be similar to the short cooldown that applies to Banners when placed.


Background Information
My friends and I have been playing the Warden ascendancy with tinctures, and so far we enjoy the power granted by this iteration of tinctures. However, our top complaint is that sometimes we forget to reactivate the tinctures when their cooldown ends. Flasks had this issue too, but flasks can have instilling orbs applied to them so that they activate on meeting a certain condition. The other complaint we have is that sometimes we press the button to activate the tincture twice instead of only once, resulting in the tincture immediately deactivating and going on cooldown.
Last bumped on Jul 30, 2024, 7:25:24 PM
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