1) rebalance the ratio of importance between skill vs Gear
Meaning that if you give more power coming from skills, it’ll open up more item options to build
That’s why I think melee skills should have flat damage added to them which increases with levels, making stuff like +skill somewhat desired on melee build. Ie: barb combat gc
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2) increase melee ability to reach many targets in a shorter time
splash(ie: Knockback hits generate a conical areas of damage)
multiple sources of hits (ie: blood crescent reworked upgrade grants it copies of its weapon as flying scimitars on kill)
buff to movement and attack speed (ie: stamina shrine reworked as Velocity shrine and now grants attack and movement speed)
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3) improve the sources of damage modifiers
poison damage added to attacks is now set at a fix duration of 5 seconds. It’s damage is also greatly buffed. That way a melee poison build can play tag
stamina being a vector of “enhanced damage” based on how much you have left.
add damage modifiers to open wounds
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4) Improve it’s itemization
indestructible can spawn eth
crafting rework
item quality is expanded to blue/rare/Unique/set allowing them to spawn with cracked/lower quality/superior/pristine(set/unique exclusive). Which gives them the same perk as runewords. (Ie: Botd can be made in a superior weapon, Gf can spawn superior(15%) or even pristine(25%))
2handed weapons are allowed to have more sockets (ie: larzuk GF is 1-2 sockets
2handed weapons have improved affix table with values 25% increased from the regular one