Well, at least they’re trying. Only time will tell the result of it. Some made great others need some tweak others not that great, but it’s a work in progress.
That I agree, while I know that they wouldn’t do it, so I tried to toy with the idea around absorb because of it.
Tbh, if they planned to revert, they wouldn’t start with the latest patch. That’s why I’m skeptical that they will ever revert it anyways. While revert could be somewhat easier, 1.09 wasn’t perfect either.
Absorb could be a “somewhat” fine solution without much effort around it. Just add every foe a stactic value of absorb and already would be “somewhat” viable the hp reduction.
I’m trying to suggest things without nerfing what players do neither redo the wheel, but also neither reverting to earlier patch that would need redo several game logic they done on top of their “starting” one.
Well, it’s a fair point. There’s somewhat connection to it, but it’s really complex to explain properly. The strength of the rws enables full specializated builds, that way those builds can ignore some core elements like immunities and by doing it would remove the need of adaptability and ending creating a loophole around the cycle:
Item strength ↔ character skills ↔ impact on monsters. Because they plan to increase the power of the player, it’s natural to consider counter-balancing the improvement on damage by reducing the overall impact of it on foes. That’s why I highlighted the absorb.
Like a sequential steps, that eventually would be needed in some degree:
1- increase the power of underperforming builds, to reach similar or somewhat fine levels
2- reduce the power of the player across the board by changing foes to become more durable
3- expand with other features, items can be the part of expansion by making more “impactful” and more “identity”.
Talking about rws and items without considering the impact on player’s side and foe’s side wouldn’t be entirely “balanced” on long run. While keeping those topics at bay could be useful to gauge stuff. It’s interesting keep the topic in mind when talk about item changes.
By example the mechannic between blue(magic) and yellow(rare) performs quite nicely. They could expand to white and unique/sets. The issue with white are that some gear provides similar benefits from blue/yellow ones, that’s an issue that could be problematic to handle. If you rework the items, but sure shouldn’t be the main topic for sure.
That way sub 13-18 levels, could be easily done by blue/yellow ones and rws, between 18-32 could be entry-level sets and rws, afterwards unique/sets/rws for most of those 4 slots. That can be toyed with the itemization based on the kind of perk the character aims for. Like barbarian keeping spears instead of dual spirit for buffing itself.
Foe’s power (offensive and defensive) are directly related to items, because if they do more damage player’s would need more resistances/defense to it, if they mitigate more damage would mean player’s needing do damage smartly. Even currently most foes are more manageable with sorc 2 elements than actually one on most of part of the game, even if the overall damage got reduced, by using 2 elements you got roughly 60-75% of the damage comparatively a pure element one, if you plan do several content with the same build that could work well.
Also would help you to manage most foes because on hell you covered 2 of 5 possible immunites, while foes only can be immune to 2, with sole exception of one mob who can be immune to 3 elements. By introducing absorb the overall impact could be even greater on single elemental builds making even without “max” synergy somewhat fine. Another step would be reduce the amount of synergy skills impacting each other.