If we’re going to have a paragon cap, then the paragons them selves I think need to change.
For example, on the last tab of the paragon you have these options:
Area Damage
RCR
Life on Hit
Gold Find
Why would anyone not just put 200/200 in Area Damage? There might be a case for a build that requires a lot of RCR, but there’s not many of them and those builds probably do better with AD anyway.
On the defense tab, your goal is to get as much ‘effective’ HP at possible. Putting 200/200 in maximum health is the way to do that. Resistances/Armor aren’t as good for maximum EHP than HP itself, especially if you’re using guardians which most builds will with a paragon cap.
On the core panel, movement speed is essentially useless now. You’d have to spend 200/200 just to get 25% movement speed… but you could put those 200 in your main stat for +1000 main stat instead, then put movement speed on boots or helm instead of armor for instance, or have a build where you don’t actually need movement speed.
Essentially, I feel like 99% of builds are going to go 200/200 main stat, 200/200 health, 200/200 AD, and then probably split their offence between CC, CD, and AS depending on their needs.
This isn’t really any better than putting 50/50 in everything.
Increasing or removing the cap might be a better option. Instead of capping each attribute to 200, and paragon at 800. Continue to give each tab 1 paragon in rotation.
This way at 2000 paragon you’ll have 500 to spend in each tab instead of 1400 + 200 + 200 + 200.
This would be much more interesting, as we could potentially hit breakpoints where we have to spend points in other attributes to be as efficient as possible. It also makes it so that gaining additional paragon doesn’t feel bad, because you can’t do anything with it.
Movement speed should be reverted to 0.5. I can’t see why anyone would waste any points in that with the current setup, and even if we’re uncapped requiring 4x as many points in that stat to get the basic 25% movement speed feels awful.