How to add variety in builds
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While game has tons of options already, people r still playing 3 to 5 builds every league with most classes/ascendancies/skills are just ignored.
I'm not saying about problems like op unbalanced skills or too restrictive gems or whatever. Balancing is a difficult task really and there will always be builds which are more effective. What I have to suggest is to balance builds by adjusting drop rates. I think the reason why people r mostly concentrated in several main builds is their time effectiveness. When I have a very unique build utilizing all those complex game style with parrying, stunning, catching timings - it can be interesting to play, but the fact that one lighting spear clears 3 screens of monsters in one second makes my interesting gameplay just not worth it. I suggest to decrease drop rates to most common builds made on server statistics. So that if everybody plays minions - they will still do tons of damage, but the drop rate will be poor. And the opposite - u took the most rare and weak class, and use most weird mechanic - here u r with high drop rates. because lets be fair - those complex builds are interesting, but really slow. Where others kill 10 maps, u just do 1 - not because u r weak, but because u need much more buttons pressed. This approach supports experiments, builds variety, more use of different gear, creative gameplay, replayability, more even price distribution and will work like auto balancing without real necessity to nerf things. Last bumped on Apr 18, 2025, 4:07:52 PM
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