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Ok this needs a big discussion and carefull implementation couse one more failure after patch 0.3.0 will be the end of game.
I suggest the followings:
1). 1 Strength = 7 Life points. Becouse Warrior builds aren't chicken invaders. Don't worry it want ruining balance. In fact it is a mediocre buff. Adding 2k Life isn't a big deal to 1500-2000 life builds.
2). Armour should not only mitigate physical damage but also a small amount of elemental. 10-20% should be fine to keep balance stable.
3). 1 Armour = 0,2 Life.
4). Evasion should have a different mechanism. More innovative. Hits should have a percentage of pseudo-mitigation. What i mean is when a hit doesn't evaded then it should be considered as:
a. Critical gear part hit(100% of damage applied). Percentage of chance 50%.
b. Semi gear part hit (50% of damage applied). Percentage of chance 40%.
c. Not significant gear part hit(20% of damage applied). Percentage of chance 10%.
5). Let ES be just as it is. NO MORE PUNISHMENTS please
Also Parry and Block rules should be more innovative. For example. Holding a shield in my back ( secondary weapon slot ) gives a very small amount of damage mitigation as block. About 5% should be fine.
+1000 that will solve a lot of balance problem. Also i like the idea of blocking with a shield in back. Many players play with one main weapon and this will fit perfectly.
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Posted bya09368652#0684on Aug 12, 2025, 2:55:59 AM
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ES should take pre-mitigated damage (including resistances), i'm pretty sure I made a post about this myself. So I agree about #1 from OP
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Posted byAintCare#6513on Aug 12, 2025, 2:02:51 PM
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"
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Ok this needs a big discussion and carefull implementation couse one more failure after patch 0.3.0 will be the end of game.
I suggest the followings:
1). 1 Strength = 7 Life points. Becouse Warrior builds aren't chicken invaders. Don't worry it want ruining balance. In fact it is a mediocre buff. Adding 2k Life isn't a big deal to 1500-2000 life builds.
2). Armour should not only mitigate physical damage but also a small amount of elemental. 10-20% should be fine to keep balance stable.
3). 1 Armour = 0,2 Life.
4). Evasion should have a different mechanism. More innovative. Hits should have a percentage of pseudo-mitigation. What i mean is when a hit doesn't evaded then it should be considered as:
a. Critical gear part hit(100% of damage applied). Percentage of chance 50%.
b. Semi gear part hit (50% of damage applied). Percentage of chance 40%.
c. Not significant gear part hit(20% of damage applied). Percentage of chance 10%.
5). Let ES be just as it is. NO MORE PUNISHMENTS please
Also Parry and Block rules should be more innovative. For example. Holding a shield in my back ( secondary weapon slot ) gives a very small amount of damage mitigation as block. About 5% should be fine.
+1000 that will solve a lot of balance problem. Also i like the idea of blocking with a shield in back. Many players play with one main weapon and this will fit perfectly.
+1 These ideas should come to the table. Strength and gear Armour points should give straigt Life points otherwise nothing will be change between balance defences.
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Posted byMaria1994#7022on Aug 20, 2025, 12:40:28 PM
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Deflect confirmed, so one 1 of 3. Good.
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Posted byLegioona#1076on Aug 20, 2025, 4:16:48 PM
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