Sorry for my English and look what I suggest, if I write in the wrong section, please correct me, to business.
The principle of operation of characteristics: dexterity , strength, intelligence and vitality:
Dexterity increases the chance and duration of the “Evasion” action, rather than armor, what is more suitable for this parameter. With a certain amount of dexterity, the player could distribute it between increasing the chance of “Evasion” and its duration.
Strength increases armor and reflected damage. Also with the ability to distribute between the increase in armor and reflected damage.
Intelligence increases resistance to the elements and gives you a chance to restore health or a resource by taking magic damage or a control effect.
Vitality increases health, increases movement and attack speed at a high level, and at low-increases the regeneration of health, greatly reduces the damage received, increases the damage dealt, etc.
If you return such a parameter as energy to the game, it can further reduce the recovery time of all skills. And the indicator of reducing the cost of all resources can reduce energy consumption.
Mounts and tradespeople
To use mounts, you can add hunting to the gameplay and catch them using various traps and tame them. The process can be done with a bit of realism, but without serious costs for the player, so that the process does not get bored.
Enter a special merchant with the necessary assortment for hunting.
Mounts can be summoned using the teleport scroll.
To do this, also enter a merchant with scrolls and other magical equipment.
Add a hotkey to summon the mount, as for using the potion.
Add reagents to the sale of ordinary merchants and the necessary legendary items, but so that the range is rarely updated. There should be nothing useless in the game.
Ways to deal damage
Increase the damage caused by the duration of preparation for it, for example, hold the attack key with the “Meteor” skill and increase its damage by a certain percentage for each second.
Add the ability to block to shoot down enemy attacks. Configure this parameter so that it is appropriate to use it only for the most powerful attacks and before the moment when the greatest damage is inflicted, for example, before the element of the convention elements. And supports could use this feature more often.
I suggest configure the control effects so that they only work if the hero does not evade them.
When the health level is low, teleportation skills always work, but they exhaust the hero.
Combination skills, such as the options for example:by launching a “Fireball” in the Wake of the “Meteor”, a “Fire funnel” is formed in place of the trail.
When the Magic sphere hits the “Twister”, it deals 100% damage per second for 5 seconds, firing elemental projectiles at enemies.
Methods of dealing damage by area and by a single target, for example, using skills that deal damage over a large area, you could select the area of damage, and the damage was distributed to the selected area, or concentrates it on a single enemy, thus increasing the damage only for this enemy.