Bad idea. Fiddling in the Paragon board is actually very enjoyable!
The problem is the multiplicative damage, as well as the damage reduction, as well as the multiplicative HP/Life buffs.
Just get rid of all multiplicatives (Glyphs, skill tree things, Lego Aspects, etc…) except these 3 FLAT percentage ones:
- Critical: 50%[ x]… aka 150% of normal damage, retain crit chance gear.
- Vuln: 20%[ x]… 120% of normal damage, retain the mechanics that inflicts vuln.
- Overpower: maybe 50%[ x]?.. BUT!!! Chance of OP should be changeable by player instead of just flat 3%… Tie it to some defense stat that is somewhat accessible by all classes, like barrier or let all classes has easy(er) access to Fortify. Scale this chance up to 50% if that defense criteria can be met easily.
And then, get rid of all multiplicative defense (such as %DR) except below:
- Elemental Resistance: This is ok because elemental enemies is meant to be a challenge to your defense to a particular element. Once you get capped resistance, that enemy(or at least that elemental attack) SHOULD correctly be rendered quite harmless.
- Dodge & Shield Block: This is ok as long as 50%+ (Dodge and shield combined) not achievable.
- MAYBE Fortify (10% or so): but only if it is accessible by all classes.
Then, let’s look at HP/Life… The barbarian should be tanky, but should not look at a bunch of 50+ enemies and gleefully jump in and expect to live. The fun way to tackle 50+ enemies is not to repeatedly one-click same skill on all of them at once, but to try to break them up into smaller groups, in normal RPG, that would be 5 enemies MAX for a party of 2~3 players, for ARPG, maybe 10 enemies at a time would be plenty. More than that should be viewed as a “hoard” and pose quite a threat. So Helltides should feel kinda scary, instead of the walk in the park as it stands now.
So the barbarian’s HP should be at most be like 130% of an average HP class like Rogue (Sorcs and necros should be just a little more fragile than rogue BTW), instead of 200% or more as it stands now… because for a boss to pose any threat to a barbarian with so much health, the hits needs to be one-shot scale for other classes. This make it impossible to balance the game.
Also HEALING… need to have a cooldown with the healing pots, and tone down healing per hit (make it delayed healing gradually like regen effect instead of instant heal), so that losing 80% life is not recoverable in less than 10 seconds.
With all of the above done, the enemies and bosses can move to a “many-hits to kill you” model, instead of trying to pose a threat by “one-hit kill you” model.