I wanna keep the warp charges up in some builds for the damage and peril reduction and even though you can get them back quickly with certain staffs, some builds cannot. An easy fix is to make the damage per charge increase default (like it was before), move peril reduction to the middle where damage is now, and make cooldown a side node and put it where peril reduction is now so it becomes optional.
So basically, rotate the buffs in these nodes counterclockwise.
The quicken effect is really annoying. But, the proposed solution would allow you to get extra damage, peril generation reduction, and the touchness, while running SG, and I’m not sure FS is willing to do that. Though I do like the premise of just moving nodes.
Who needs 30% cooldown off a single use of their active, anyways? At the costs involved.
Integrate empyrean empowerment into warp siphon. That way you get same base functionality out of warp charges as before the redesign (i.e. a damage boost per charge). Then move warp battery to where empyrean empowerment was, and then separate quicken and move it to where warp battery was.
Build based on old keystone Ascending Blaze. The current version uses the interaction between Creeping Flames and In Fire Reborn to get the same effect. You ult and instantly regain all Warp Charges due to melting the screen.
Since the Shriek’s stack number was changed to be based on Peril instead of Warp Charges, you have to generate enough Peril between Ults (preferably max out).
The build technically works better with Trauma due to high elite density (including elites with horde waves) and faster peril generation using Perilous Combustion, but that takes away from the fun of burning down hordes with Purge, which I always liked and fits better with the whole “fire” thing.
Bonus points for running Purge + Trauma with these concepts to burn the whole map down. It’s ridiculously synergistic.
I like how Warp Siphon in general works now when fully invested, but there’s no reason there needs to be so many upgrade nodes. I’m not sure why Fatshark has this fascination with breaking out every facet of functionality into its own node for some things, but not others, but there’s zero reason Warp Siphon needs a potential 5pt investment when most others need only 3 or 4.
I’m all for the suggestion to reintegrate damage (Empyrean Empowerment) back into the base node. Nobody is running Warp Siphon just for the Ability Cooldown buff of the base node.