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{{Feedback|feedback=I fail to understand the purpose of the "positive" and "negative" types since the interaction of said items or stats will vary from ability to ability, imo it should always be neutral or customizable per use basis. Maybe I'm just missing an explanation for the intended usage.|user=TommyGun|resolved=true}} Hey. The very bottom of the template doc has this: ``` Note that the type of the interaction (positive/negative/info) should be chosen according to whether that interaction enhances the ability (positive) or hampers it (negative) ``` Basically things like extra range, shorter cd, extra duration are positive(green). Things like dispel, debuff resist and other things that suppress or cancel the ability are negative (red). If the interaction is written as disabled then it automatically converts into neutral (blue), since it doesn't affect the ability in any way. Within that framework I don't see how it would change from ability to ability, but I might be missing something, can you give an example? If you want to discuss it more, please join our discord and ping @vergir there :) -- vergir : Yeah that makes a lot of sense, didn't know it automatically sets it to info whenever an interaction is tagged as disabled. It just feels a little weird to have an ability interaction glow green when it's actually partially disabled, like in the case of [[Rem#tabber-Interactions_2|Rem's Lil Helpers]] the cooldown reduction only interacts with parts of the ability, while it's still technically positive its expected effects are greatly diminished kinda putting it in a gray area, but ehh I can deal with it. --[[User:TommyGun|TommyGun]] ([[User talk:TommyGun|talk]]) 21:17, 25 July 2026 (UTC)
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