Ok, here’s what I thought could work and kinda run with that system
Slight-warning though: wall-of-text below but PROMISE it’s good organized fashion
There are 4 default procs on each character:
5% chance to return 10% of damage done in HP
5% chance to return 10% of damage done in Mana
5% chance to increase Ability power by 10% for 1 second
5% chance to decrease Ability power of a target by 10% for 1 second
Think of these as Crits, but instead of Crits (let’s be honest, they kinda cheap tbh :P), we treat the life-steal and mana-return as “crit” types of stats as baseline. IN ADDITION to further embrace the ADA system the way devs “envisioned” it the first time we add another 2 procs that increase our Ability power for short amount of time and/or decrease the target/s ability power/s (also short amount baseline)
Before starting to explain how the ADA powers would affect your character just a couple more informations:
- EACH LEVEL OF YOUR CHARACTER YOU GAIN 3 POWER STATS (to spec into)
- Stamina is the 3rd “main resource”. I’ll shortly introduce (you’d have to take care of). This time (compared to D2) there’s a small-ish to understand but quite important difference (see detail), but (importantly) STILL quite intuitive to understand IMO
Stamina, how it works
Instead of how much/far you can run, this is about how much hits you can take before your character goes into “dazed” form, i.e. a slight root (that you surely wouldn’t like to happen mid-fight vs plentiful stuff) for 1.5 seconds until your Stamina-Bar fills up again. This I refered to as “Stagger bar” earlier, think Stamina kinda makes it more believable/intuitive though
Stamina would be the resource that I suggest for “hit recovery”, i.e. the “Primary survival resource”. The more stamina would be required for your character to be “dazed” for a bit (1.5 seconds root until your “Stamina bar refills back”), each hit taken (yes even pleb mobs would affect this stat) decreases your stamina until rooted (again)
HOPE to balance this out in the lategame by NOT OVERCROWDING dungeons with mobs (read HERE: D4 - Class fantasies ARE more important than Balance - #143 by Utukka-1683 for cons of an overcrowded dungeon if like)
Diablo IV Quarterly Update - Q1 February 2020 - #436 by anon88344807
Angelic affects:
Basic stats: HP (+1 HP per angelic, +3% HP Regen)|
HP return proc: +1% damage done bonus amount per power
Ability power bonus (+1% amount) and duration of that bonus (each increases the duration by 7.5%)
Demonic increases:
Basic stat: Resource (+1 Res per demonic, + 4% Regen)
Resource return proc: +1% damage done bonus amount per power
Ability power decrease bonus (+1% amount) and duration of that bonus (+10% duration)
so yes curses are sliiighly more stackable (25% per bonus longer)
Ancestral increases
Basic stat: Primary damage (+1 min and +1 max per hit per 3 ANC power)
Resource return proc: +1% chance to both per power
+1 to max Stamina
Here are some stats I kinda thought of per class (starting stats)
Lvl1 (Starting stats) of each class:
Barb: HP: 60, Resource: 25, Stamina: 45
Druid: HP: 45, Resource: 40, Stamina: 60
Sorc: Resource: 50, HP: 35, Stamina: 30
Yes, more like D2-ish low numbers for start but the important thing is the stamina here: the Sorc would be rooted most often for allowing unnecessary hits suffered, whilest the Druid would be most “antistun” durable
Now - here’s the “Interesting part” = should ALSO stamina management be a part of the “baked-in” procs management reliant on the Powers you chose or not… For example:
Stamina:
- Angelic increases basic regen (7.5% per power)
- Demonic increases stamina-return (yes, stamina return proc much like Resource proc return) [+5% per power]
- Ancestral procs a stamina-drain on your target/s (making opponents stunnable/rootable, empowering CC builds somewhat) [+5% per power]
Therefore summarized:
- The Angelic-route would give you (as announced by the devs) More HP, more HP regen, AND if you go really into that route “baseline” stackable Ability Power
- The Demonic-route would give you (as announced by the devs) More Resource, more Resource regen, AND if you go really into that route “baseline” stackable Ability Power decrease on your target/s
- The Ancestral-route would give you (as announced by the devs) harder/harsher CC, more damage, and more Procs of bonuses for your current Angelic/Demonic HP/Resource return and de/buff of Ability power
Long-story-short: and WHY I love this system
- (Most important) NO LONGER rely on a RNG for hit or survival… i.e:
- None of those main stats “Pigeonhole” your character into a “must-do” build
If you want a Melee Sorc you might well do that but you should take care of your Stamina management and maybe have an early “natural” drawback of starting with less HP on lvl1. Remeber, each power stat gives you a +1 HP per power (meaning 5 levels behind a Barb on HP) though. Same with the Barb - you might wanna go full “destructable” mode where you gain higher amount of Resource therefore able to “cast sh*t” more (and even more often if your Ancestral is high enough to do the proc/s)
- There’s STILL LOTS OF INTUITION with the system. Each hit connects but not each hit procs (think of Lifesteal, Mana, Self-Empower, Target-Depower as “Crit chance” procs)
- (Also important IMO) FULLY EMBRACES what devs said they’re onto
ALL hits would count (even those that you concede) BUT not all of them will proc a Lifesteal or Manareturn (AND if Stamina in power-stats included then stamina-regen/return). Just not sure about Stamina-proc-chance: should it have a proc % or it be a 100% thing (in order to embrace intuition further), OR be a separate-gear-based stat though
There, kinda tried my best at explaining what I think should be the best “resource/recovery” system for D4 IMO