just some toughts to 0.2.2 balance
armor really giving phys dmg reduction as stated on game could also help on lowering elemental/chaos dmg (like 79% armor goes 7,9% elemnt) evasion giving baseline spell supression at 50% base (70% evasion means 35% spell supression chance) presence área and área skills getting 5% more area (or even 10% more, some cases 20% more) more 20% player mov speed base Underused active skills flat 20% increased dmg on lower levels (1-15) and flat 5%-10% on higher levels (16+) balancing the chance of affixes appearing on gear or raising the range of its tier (like making the # life/mana on kill number higher or lowering it's chance to appear as affix on the gear, same for life regen / make dmg affixes more commum) dmg affixes on gear are the best way of scale dmg on some piece of gear, maybe mix some putting on tree, making more piece of gear able to run on +#% attack/spell/elemental/chaos dmg recheck resource costs for skills More options to regen life/flask charge/charm charge/mana buff minions? (attack dmg, speed, less spirit) less spectre cost? (20% down, or even more to go down) melee skills not lowering the attack speed (really, it needs so bad, it's easy to balance with its dmg) - the issue here is that attack takes so much time to land you get soft stun and get interrupted about the combo skills (that goes for 0.3) my tought is something like a skill stacker with interactions: some skill is the starter, put a +1 dmg on the target, another skill do +2, +3 on top of that dmg and another one puts a dot on the target So, if you start attacking without the opener skill, you dont +2, +3 the target. You put dot on the target so you can have some breath to run avoid the dmg... And you keep manageing that the opener skill dont fall off while doing the +2 and +3 dmg with the main skills. We have some good example on Essence drain and Contagion... you can curse, contagion, essence drain and even hexblast after curse is ending. 最後にスレッドがバンプされた時間 時刻 2025/05/30 21:57:31
|
![]() |