My thought was that every class in the game could have individual, different attributes.
Like lets say every class has one offensive attribute, one defensive attribute, one resource attribute and one utility attribute.
In terms of D3 that would be:
Offensive Attributes
Barbarian: Strength
Crusader: Valor
Demon Hunter: Precision
Monk: Dexterity
Necromancer: Wisdom
Wizard: Intelligence
Defensive Attribute
Barbarian: Constitution
Crusader: Fortitude
Demon Hunter: Survivability
Monk: Vitality
Necromancer: Blood
Wizard: Magical Armor
All Offensive Attributes are similar, but also different, same for the Defensive Attributes.
Eg. the Barbarian’s Strength gives
° x% increased damage
° x% increased weapon damage
° pierce though x% of enemies armor
° x% crushing blow
While the Wizards Intelligence gives:
° x% increased damage
° x% increased innate spell damage
° pierce through x% of enemies resistances
° x% increased area of effect
Demon Hunter’s Precision gives:
° x% increased damage
° x% increased critical hit chance
° x% increased attack speed
° x% chance that a missiles pierces through enemies
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For Defensive Attributes:
Barbarian’s Constitution
° x% reduced damage taken
° x% increased maximum life
° x% reduced melee damage taken
° x% reduced physical damage taken
Crusaders Fortitude
° x% reduced damage taken
° x% increased armor
° x% increased block chance
° x% reduced damage taken from blocked attacks
Demon Hunter’s Survivability
° x% reduced damage taken
° increases all resistances by x%
° x% increased maximum life
° increases all sources of healing by x%
Monks Vitality
° x% reduced damage taken
° x% increased maximum life
° x% dodge chance
° x% parry chance (parry is like dodging a melee attack)
Wizards Magical Armor gives
° x% reduced damage taken
° x% increased maximum energy shield
° x% increased energy shield recharge rate
° energy shield starts to regenerate x% sooner
Would something like this be different enough for you?
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Also Armor, Resistances, Dodge and Energy Shield could work differently from each other.
Dodge and ES are kinda obvious, but what about Armor and Resistances?
Just to throw a few ideas in here:
Maybe Armor can reduce all incoming damage by a certain amount and also give a bonus to either flat physical damage reduction (physical absorb) or reduce incoming physical damage by a percentage based on your armor value.
Maybe Resistances can always let ~30% of the incoming damage though without effecting it, while the remaining 70% get reduced by a percentage based on your resistance value.
E.g. you have 2000 fire resistance, which translates into e.g. 50% reduced fire damage taken. You then take 1000 fire damage, 300 goes through without being effected by fire resistance, and the remaining 700 get reduced by 50%. So in the end you take 650 fire damage (300 + 350).
Something like that gives each of these defensive mechanics its own individual characteristics.
Dodge is not capped, it is just multiplicative (almost like diminishing returns) and therefore can not reach 100%.
If you could have 100% dodge and it even would work against ground effects, it would be massively OP and unreasonable. It has to be multiplicative / have diminishing returns.
A 75% dodge chance is a 200% increase in Effective Health, just like 75% damage reduction via armor or all res is a 200% increase in Effective Health as well.
However, armor and all res are more consistent, since you will have a streak of bad luck with your dodge sooner or later and you will die, even if you make Dodge 50% more effective than armor or all res (like 10% reduced damage taken via armor/all res = 15% dodge chance).
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The main defensive mechanism should be x% damage reduction, while things like armor, dodge, block, energy shield, all resistances are secondary or even tertiary.
If I had to choose between 50% damage reduction via armor or all res on the one side, and 65% or 75% dodge chance, I would take the armor/all res option.
However, if I could choose between 50% damage reduction and a 10% increase in armor or all res on the other side, and 50% damage reduction and 15% dodge chance, than the option with the dodge chance seems a lot more appealing.
I hope that made sense.