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This suggestion feels more like a "the game eventually needs to do this" than an "I personally want this", I just can't see the attribute system ever making sense the way it is.
I used to WoW (world of warcraft) at a top 1% level, and we used to use gear sims to calculate max dps with optimal rotations.
That was the 1%, 90% of people played the game normally and the other 9% had lives, we were college students enjoying our last summers.
It's a fun system but i feel like just raising the cap on the gear scaling, so that glass cannons could scale fully past without maxing on weapon dmg on vitality weapon builds would be fine.
I don't mind the build and i think sturdiness isn't bad. Just that If the tradeoff between a 350 hp build and a 1 hp build is that fluxbolt hits 90x4 with 350 hp and endgame enchanted gear, and fluxbolt hits 99 x 4 with 60 hp and endgame gear, but the bell does the same damage,
It's a choice of 6x less health for 10% more dmg at level cap, and grove seemed to hit rather hard and not be stamina tankable on a mystic ( Shield stamina -> Parry Block block -> SHATTERED -> 90 dmg x 2-3x ). That survivalbility to avoid wipes helped.
But, maybe reducing the boss regen a bit, maybe not enough to encourage suicide runs, but say, making bosses heal 20% on death, like Guild wars 2 system would be fine.
Guild wars 2 lets you have hard fights if you're new to the game and fighting bosses meant for rotations, but it also has a tanky build, celestial, that like trades off +50% more hp (30k vs 20k(?) for +20% more dps.
I don't think i mind the idea of risk = reward, just vitality is more than avoiding one shots, but also heavily linked to most classes healing on a 1 minute cd. I feel like you could add in some flavorful self heals to warrior, maybe a blooddrinking / life leech passive where damage done could heal them, say.
Warrior
o Blooddrinker: Leech 20% of damage done, but enemys gain a 20% critical chance against you.
o Crusader's Arms: Your weapon applies a divine aura, healing you and allies nearby 10 hp for 5 seconds whenever you block a attack with health missing. Consumes mana.
Bandit
o Health yoink: Steal 10/20/50 hp from a enemy and stun them for 1 second.
o Stolen snacks: 'Conjure' up stolen food for you to share with allies, Dissapears over logout. (Similar to WoW's mage's conjured food"
- Etc: Heals 20%/30%/40% of missing health and stamina over 5s, 20s cd. (Consumable slot).
Mystic stays the same, but perhaps you could nerf vitality from 4 hp a point to maybe 3, but maybe include +1 more base hp baseline per level.
That way, players could still hit the same hp if they wanted. (350 hp vs 350 hp if desired)
But the hp for making a glass cannon would be like 85 vs 60. Which while not much, might add up a little for glass being a bit less squishy. Or you could add a bit more gap between the colossus attacks to give players better dodging/parrying reaction time without hte warrior passives.
It was just about the strength, dexterity, and mind attributes, and how to make it so that the optimal build isn't always just to go all-in on one of the three.
E.g. some weapons have split scaling by default (swords STR/DEX, bells STR/WIS?), there's affixes and/or scaling stones that can add split scaling (Headstrong for STR/WIS, Quality for STR/DEX, Streetwise for DEX/WIS), and maybe also have some weapons of each category that breaks the mold (e.g. a small bell with dexterity scaling by default?) to encourage experimentation instead of just trading up to the next tier gear of the two types you settled on.
And also, having skills that use both stamina and mana for all classes (aka adding mana skills for Warrior and stamina skills for Mystic) would probably also help encourage trying mixed builds. Maybe Cross could be converted to a stamina skill but lose the "hold the button" property so it stops being almost impossible to cast in a fight? (With the stamina cost being a reference to its old 'concentation' property)