It looks like with just these tier 1 items it would be possible at a higher level to get 100% crit chance with about 350% damage on them. It's impossible to balance the scaling of them. I would stay away from crit chance/damage builds. To balance the utility advantage, probably give all classes a passive that procs on basic attacks. Probably remove CD reduction from the individual points because attack speed will mean more basic weapon attack procs on top of the dps increase, giving it a massive utility advantage over might. Replace the movement bonus in attributes with something else like cooldown reduction. If you want to keep movement speed in game, I would put it on items and maybe in the warrior skill tree. Being able to spec into such a large speed boost without enemies being designed to keep up pace breaks the game early on. 35% extra speed means you can just kite melee infinitely, especially if you have a dash or roll. It has massive synergy with engineer passives and is very good for warriors. 20-35% extra move speed is huge for kiting and melee. It punishes class/ability combinations for no reason. poison and charged increasing resistance against the other). Remove the counter resistances on spell debuffs (ex. It trivializes small encounters and reduces the impact of the health pool resource system. Encumber should be a continual gradient rather than a threshold system so that the weight of every piece matters. If difficulty is increased enough, maybe make it so the potions are usable in combat and replace a % of total HP instead of total. Have shrines fill potion charges instead of having to run back to a shrine to heal every time. Replace healing shrines with a potion system you can carry around. A better aggro system would make the difficulty a lot more consistent. If there are turrets in a fight, probably implement a leash and respawn mechanic so they can't be cheesed by kiting individual enemies. A lot of that seems to be not enough enemies in certain encounters and poor engagement. The difficulty drops off a lot once you start leveling up. Design encounters so that all enemies for each encounter are linked and will aggro immediately, chasing you around the map unlimited distance, even new summons that don't see you immediately. Aggro delay on enemies before they engage you in a fight is a bit too long. Probably increase the base movement speed of all enemies and character units slightly. Create an option to turn on/off a UI element that shows some indication of the basic attack cooldown to make stutter step move/attacking smoother. I like how when resetting skills you don't have to put a certain amount in lower level skills before higher ones. I'm very interested to see what the specializations are like. I don't want to be rustling through bushes and hidden boxes around the corners trying to maximize getting everything out of each zone. I like how all loot is on bodies or clearly marked points of interest on the map. Overall animations could be better but work in progress. Things like stutter-step attack-move could definitely be cleaner. The item system is interesting and feel of attacks are pretty good. Beat the demo on hard once with double warrior and once with Ranger/Engineer.
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