Potofgreed
06-27-2022, 11:12 AM
"Damage reduction"
Damage reduction should be broken down into layers. with damage reduction being as powerful as it is. if they decided to introduce new damage types into the game. Damage reduction deals with everything already
what if they made damage reduction weaker and introduced new damage resistance's to deal with new damage types?
Example
"damage reduction" should be capped at 15 to 20%
damage resistance's should be capped at 55% each.
you want to go about "balancing" what you actually need vs content. you choose how your toon is balanced vs content.
"Damage types"
Example
Damage reduction " deals with everything"
physical damage
physical damage resistance
fire damage
fire damage resistance
ice damage
ice damage resistance
lightening damage
lightening damage resistance
magic damage
magic damage resistance
shadow damage
shadow damage resistance
light damage
light damage resistance
physical reflected damage
physical reflected resistance
more can always be added
under each damage type should be a list of mechanics for both offense and defense. this will open up so many new doors to innovate. now you guys can flood the game with new gear modifiers. also monster can now have different damage types.
"Immunities"
having damage reduction and or any type of immunity for 1 point is to powerful. having damage reduction and any type of immunity attached to a pet happiness bonus or aa is to powerful. having damage reduction and any type of immunity with a short cooldown and long duration is to powerful " Razor shield".
Example
if you want to be immune to stuns maybe youll need to spend 5 points in your skill tree to reach stun immunity. then youll have to spend another 2 points to actually be stun immune.
or maybe you'll need to roll stun immunity % on 2 pieces of gear. or maybe you'll need to roll stun immunity % on 4 jewels.
physical stun immunity %
freeze immunity %
paralyze immunity %
petrified immunity %
knockback immunity %
burn immunity % " all fire dot"
poison immunity % " all poisonous dots"
bleed immunity % " all bleed dots"
ice dot immunity %
reduce speed immunity %
reflected damage immunity %
and more can be added
to be completely immune to a mechanic you need to have a chosen immunity capped at "100%"
"Immobilizers"
any type of immobilize mechanic like stun,freeze,and paralyze shouldn't last 3s with no investment its to powerful. you should have to invest into making a stun last that long. the base for any immobilize mechanic should be 300ms. the most should be 1.5s with some investment.
under every immobilize ability should be a list of mechanics that deal with them individually for both offense and defense.
Example
stun mechanics.
to successfully stun a target you need to deal 2% of the targets max life on "physical hit"
increase stun chance
decrease stun chance
increase stun duration
decrease stun duration
and more can be added
you should be able to stun lock bosses to death.
"Haste and cool down"
haste needs to be broken down into layers.
increase attack speed %
decrease attack speed %
increase cast speed %
decrease cast speed %
increase recovery speed %
decrease recovery speed %
increase cool down %
decrease cool down %
"speedsets"
speed set should to be broken down into layers.
the way that speed sets exist in the current game is to powerful. if you want a speed set that is something you have to make from the ground up
2/2 speedset has always created this huge gap between players. not only that but the move speed modifications are powerful too it actually makes the gap even greater.
new players are basically forced to buy a speed set and when they finally get a speed set. they realize they need to roll movespeed modifications on everything just to keep up.
Sent from my Redmi 5 Plus using Tapatalk
Damage reduction should be broken down into layers. with damage reduction being as powerful as it is. if they decided to introduce new damage types into the game. Damage reduction deals with everything already
what if they made damage reduction weaker and introduced new damage resistance's to deal with new damage types?
Example
"damage reduction" should be capped at 15 to 20%
damage resistance's should be capped at 55% each.
you want to go about "balancing" what you actually need vs content. you choose how your toon is balanced vs content.
"Damage types"
Example
Damage reduction " deals with everything"
physical damage
physical damage resistance
fire damage
fire damage resistance
ice damage
ice damage resistance
lightening damage
lightening damage resistance
magic damage
magic damage resistance
shadow damage
shadow damage resistance
light damage
light damage resistance
physical reflected damage
physical reflected resistance
more can always be added
under each damage type should be a list of mechanics for both offense and defense. this will open up so many new doors to innovate. now you guys can flood the game with new gear modifiers. also monster can now have different damage types.
"Immunities"
having damage reduction and or any type of immunity for 1 point is to powerful. having damage reduction and any type of immunity attached to a pet happiness bonus or aa is to powerful. having damage reduction and any type of immunity with a short cooldown and long duration is to powerful " Razor shield".
Example
if you want to be immune to stuns maybe youll need to spend 5 points in your skill tree to reach stun immunity. then youll have to spend another 2 points to actually be stun immune.
or maybe you'll need to roll stun immunity % on 2 pieces of gear. or maybe you'll need to roll stun immunity % on 4 jewels.
physical stun immunity %
freeze immunity %
paralyze immunity %
petrified immunity %
knockback immunity %
burn immunity % " all fire dot"
poison immunity % " all poisonous dots"
bleed immunity % " all bleed dots"
ice dot immunity %
reduce speed immunity %
reflected damage immunity %
and more can be added
to be completely immune to a mechanic you need to have a chosen immunity capped at "100%"
"Immobilizers"
any type of immobilize mechanic like stun,freeze,and paralyze shouldn't last 3s with no investment its to powerful. you should have to invest into making a stun last that long. the base for any immobilize mechanic should be 300ms. the most should be 1.5s with some investment.
under every immobilize ability should be a list of mechanics that deal with them individually for both offense and defense.
Example
stun mechanics.
to successfully stun a target you need to deal 2% of the targets max life on "physical hit"
increase stun chance
decrease stun chance
increase stun duration
decrease stun duration
and more can be added
you should be able to stun lock bosses to death.
"Haste and cool down"
haste needs to be broken down into layers.
increase attack speed %
decrease attack speed %
increase cast speed %
decrease cast speed %
increase recovery speed %
decrease recovery speed %
increase cool down %
decrease cool down %
"speedsets"
speed set should to be broken down into layers.
the way that speed sets exist in the current game is to powerful. if you want a speed set that is something you have to make from the ground up
2/2 speedset has always created this huge gap between players. not only that but the move speed modifications are powerful too it actually makes the gap even greater.
new players are basically forced to buy a speed set and when they finally get a speed set. they realize they need to roll movespeed modifications on everything just to keep up.
Sent from my Redmi 5 Plus using Tapatalk