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Actually, think the 3rd one is my personal preference but think it is a good addition to have in general, but the first 2 things are kinda essential IMO overall
Let’s start with the problems:
- (Lack of) Endgame gameplay versatility
- (Lack of) Balance of mechanics
- (Lack of) Early game gear diversity
So - the first problem is obvious, more like super obvious I’d say… The real issue with running NMD after NMD after NMD is two-fold
A - It’s super repetitive, kinda boring at times, kinda slow at others, but most importantly - often exhausting
B - Due to the unique reward of running a NMD that you can’t get otherwise - every time when you can but don’t run a NMD (and not in need of a helltide run) you risk falling behind on power
So the idea is kinda simple - expand the concept of NMDs… Yes, rework some of the mechanics (some other threads around regarding this), but also - need alternative activities
Now sure, S2 will have bosses and Uniques, it’s an alternative activity, but not quite an activity that rewards with a Glyph XP (I think ? )
PERHAPS a one simple fix could be reduce Glyph levels a bit (say up to 15) and that kinda reduces the amount of “have to” play NMDs by 1/3 but think the better solution is to simply = add Glyph Shards within regular loot/drops that you can consume by a Glyph… Another way to make Glyphs “upgradeable” but not necessarily being connected to re-running NMDs is to simply add a +1 levels to all Glyphs, or +1-2 levels to Rare glyphs, or +1-3 levels to Magic glyphs… If there are slots on Gear where this might feel appropriate I’d say probably Helm and Pants would be enough to have it…
BUT, the important thing isn’t as much the implementation of details, the important part is to add Glyph shards or something like that in the “regular” (a greater elite has a chance to drop for ex.) loot droppings…
Personally think the better idea would be to drop the level of Paragon even further down below (say lvl40) and then have actual Glyphs starting to drop from looting (i.e. don’t unlock automatically any glyph and have the player/s find what they’ll be running with)
2 - Vuln & Crit >> Everything… Now sure, I know that there’s an upcoming patch in S2 where these would be taken another look with but think it would be even more appropriate if there are a couple/few new mechanics added to the mix
- Chance to apply Injury (early) => I’d imagine this would go well with LH to execute injured as well as damage % vs Injured stats
- Edgemasters’ Aspect as a regular affix => damage based on amount of Resources. The idea with this one is to offer people a different-ish playstyle viability with keeping resources high. Perhaps add another which just adds a % bonus on top of that bonus if indeed the Resource is at Max while casting something (perhaps enhance generators a bit)
- %Thorns in Basic damage increase and perhaps later on %Thorns in ATK rating… Now this might be a bit controversial since Razorplate would make this OP so that would imply further re/balancing but pretty sure having a whole mechanic be an ON/OFF switch (quite literally) based on one single item is not much of a good thing
NOTE: Additionally the last one (at least in it’s initial/first variant) gives some extra incentive to try out the “high resource retention” type of gameplay (or at least adds some incentive to it)
And ofc. was thinking about this to kinda “align more closer” everything and have Vulnerable affect only non-healthy targets and Crit have an indirect/perimeter damage penalty (i.e. for AoEs)… Thus further emphasizing it a more of a primary-target mechanic sort of thing
After that’s done ?, well, have to see if/what changes are there for S2 mobs & stuff but think that past lvl85 mob HP kinda scales a bit too steep… Perhaps consider adding certain mob types have some sort of resistances instead of buffing up all HP across the board exponentially…
3 - Just having the 2 things above fixed would do it I think but consider this one as a bonus a bit… Have items roll from a smaller (or in case of say Amulets a bit larger) set of inherent affixes, this would reduce quite a bit of unnecessary “gambling” and have people try to “complete” rolls for a certain item when there’s a chance that they could get it inherently, some example/s below:
- Amulet:
** AllRes (standard already)
** Resource CR/Gen (mage amulet)
** Barrier/Fortify Gen (fighter’s amulet)
** Crit% or (effect’s baseline) LH% increase (ranger/wanderer amulet)
** MS (scout’s amulet)
So basically this means - say an amulet drops and you can clearly say it’s “Scout’s amulet” - those that may pay some attention to these “prefixes” a bit might already know that that drop has MS in it already (inherently), perhaps not as high of a roll that they’d like but still - having some baseline MS roll is something (perhaps could gamble to gain another MS later in the item alone)
Having these kinds of variations (at least to a point) simply adds a whole new level/excitement to loot drops I think, and yes, basically partially solving yet another problem that I’ve noticed - mechanics level gating
Wanna have LH gear ?, sorry, can’t get a single piece before lvl40, wanna have a Resource re/gen gear ?, can’t have before lvl50, wanna have Crit/Vuln gear ? - can’t get before IP of 800, and e.t.c., simply by adding the ability for an item to roll an inherent affix that’s not “set in stone” expands all the possibilities
TLDR - yes, this may have been a larger post but I think the first 2 points are really really important for the health of the game, and the 3rd one (a page from the book of D1/2 and LE b.t.w.) is a bit of bonus that I think would/could pleasantly surprise many