I’m really enjoying the game so far, but one of the common issues/complaints I see is surrounding vulnerability as a mechanic and how it has caused several builds to require a source of vulnerability in order to be viable.
I think there is a simple and easy solution for vulnerability, but it would require some dev work and a rebalance of skills afterward.
Firstly, why is Vulnerability a problem?
I think the main issue here is just how every build needs a source of it at the moment due to how powerful the effect is, and it doesn’t really create any kind of unique or interesting gameplay. You simply put a skill on your bar that generates the effect, or you take the exploit glyph (note that not every class has the bonus secondary effect that applies vulnerable).
The skill trees and paragon glyphs are interesting, but I hate that build diversity is stunted a little bit because of how powerful this effect is.
Vulnerable as an effect is extremely powerful because it’s one of the very few ways to multiply your damage, and builds without it just don’t really… get to deal big damage.
How do I propose we fix the issue?
I think Vulnerability has a place in the game as a status that you can apply, but I think the effect should be significantly more interesting than a damage buff. There already are some skills and legendary aspects that have bonus effects when a target is vulnerable. Examples of this would include the Bone Spear Necro and their Splintering Aspect that causes Bone Shards from Bone Spear to deal additional damage and pierce through all Vulnerable targets. Sorcs have things like the Avalanche key passive where the Lucky Hit effect is doubled against Vulnerable targets.
Instead of simply applying a multiplicative damage debuff to enemies and having the added benefit or sometimes working with some skills and effects, I think Vulnerability should be adjusted to ONLY provide these type of bonus benefits and should have the increased damage aspect removed entirely.
Yes, it would be an overall nerf to the amount of damage we deal and the game would probably need to be adjusted for this, but I think the benefits outweigh the negatives in this situation. Having Vulnerable be more build specific would allow it to be something more akin to how Blood Necro builds look at Overpower as a mechanic. As a Bone Necro, I don’t really consider Overpower as a stat because it’s not what my build is designed to do. That’s totally okay. I think every build can have a unique stat like Overpower or Lucky Hit or my proposed change to Vulnerable as it simply makes the game more interesting overall.
There could be several ways to interact with Vulnerability that could be much more interesting than how every build in the game currently uses it. I would love to know other’s thoughts on this, and maybe Blizzard will take a look in here and discuss some changes.
Overall, I think Vulnerability as a stat is just boring, and builds are currently required to take a source of Vulnerability at the moment through either a specific skill on their tree (Frost Nova, Corpse Tendrils/Bone Prison) or the Exploit glyph unless their build is lucky enough to naturally have Vulnerability applying effects. I think it could use a redesign whether it be my proposed suggestion or something else that Blizzard cooks up.
Edit: I realize this post needs a TL;DR so
TL;DR
I propose Vulnerable should no longer provide a multiplicative damage bonus and should, instead, be used to proc special effects such as the Avalanche key passive that Sorc has or the Splintering aspect that Necro has.