Title
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 ?