STOP obsessing about rarity, and fix the game by adding flexibility instead ((Suggestions inside))

Title :slight_smile:

Been thinking quite a bit lately and I think this will work. The best part being not gonna take a lot of effort to fix either tbh

First things first => the fix that will fix Balance (or at least make it greatly viable)

  • Step 1 => MW and Tempering are exclusive. Either/OR, not both viable at the same time

What this does is very simple, makes every “build” and skill first of all super measurable in impact, and secondly “levels up” the playfield to “everyone by gear alone can get only to T2”

The fix that will allow people to climb (somewhat) higher:

  • Step 2 => Paragon sockets (finally a loot piece that affects Paragon board)

A simple socket/drop which simply empowers a node on which it is socketed, or gains/adds something based on the node it is placed inside, OR at some case based on adjacent nodes & stuff

Some examples:

  • Reduce damage taken from elites by 5%. Double this amount if on Rare node
  • Gain 2% damage to elites for every 5 strength in adjacent nodes
  • Double stats on the host node. (Quadruple cost if placed on Rare)
  • Gain 5% Overpower damage for every 1% lucky hit or crit chance in adjacent nodes

Step 3 => rework Glyphs to roll one additional stat at random. Drop several (somewhere between 6 and 8) pre-leveled Glyphs per Pit round. This isn’t as much to affect balance but rather make Pit exciting to replay (at least somewhat)

Example: after a Pit 50 successful run (Glyphs range betwen 47 and 51)

  • Exploit (lvl47), 5% bonus damage vs Elites
  • Exploit (lvl51), 5% max HP
  • Closer (lvl48), 7% Ultimate CDR
  • Territorial (lvl49), 3% bonus Trap or Summon damage per Trap or Summon
  • Imbuement (lvl48), 18% LH hit bonus on basic attacks
  • Demolitionist (lvl51), +1 to all Skills

The KEY here is 2 things:

  • 1 - not all Glyphs need be leveled by hand
  • 2 - you have a bit of RNG in extra stat, that way when you replay the same Pit round you might have at the very least one bit of luck to get something that works for you better (instead of know that you grind your bones off to get up to +4 i.e. 8% bonus on already leveled stuff, AND with chances to fail at the same time)

  • Step 4 => Arcana (new type of drop, slap on a skill and it affects it directly)

Some examples:

  • Affected skill gains 15% lucky hit
  • Affected skill has 5% increased values to Crit% and chance % to be Cast twice
  • Affected skill gains 25% radius but gains 2 seconds additional CD
  • Affected skill gains a deathrattle effect: up to 5% chance to spawn familiar

And the final kicker:

  • Paragon sockets, Arcanas, and Runewords (yes, runewords) now COST i.e. reserve portion of Resource/Mana

That way there’s no need for “caps” and people cannot “spam”

===

At least for a while => add some FLEXIBILITY to the game and stop caring about “rarity”. Don’t add loot that will overshadow existing stuff

Thoughs ? :person_shrugging: :slight_smile:

First, they need to create builds’ templates for each skill and make sure that everyone hath everything they need: aspects, unics, temperings, passive talents in the tree, glyphs, and so on… And then think about numbers. Therefore, the game is always will be sck, the developers will do nothing 100%.

That’s why just add Arcana, no need to care about skill tree or skill nodes, slap what you want on each skill separately (but be careful about not going too hard on those cause you lose max. mana/resource)

Want your Whirlwind slay stuff ?, put the Arcana with AoE on it, done

Want your whilrlwind to proc. stuff ?, put the Arcana which has a chance to spawn familiar on kill

Want your Death Blow to perform great ?, slap Arcana which gives bonus damage vs elites

e.t.c.

I mean this not only resolves the issue of needing to care about every single skill out there, but also allows players do EXACTLY what they want

In addition we fixed late game slow-down (late T3 early T4 phase) cause people can find drops that will be able to experiment with more often (while trying to level up 30 levels instead of rely exclusively on “farm” and get a “GG” drop)

AND we fixed the damn Pit as well by not having to level every single Glyph separately with every run, while adding some “replayability” value to the whole run