New orb to fix non-viable builds that die a lot

I don't like it. What about energy based builds? What about builds that go mainly for defensive stats like armour and evasion and don't have much life? Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?


And if I would design an orb like this, I would do it like this, that you can only use it up to 10 times. Everytime you consume one orb, you get a big bonus to life, armour, evasion and energy shield (like +30% for all those stats) for like 2 hours. That means, you can use this buff to a maximum up to 20 hours, after this you can't use that orb anymore with your character.

Furthermore I would limit the use just for players below lvl 60. I wouldn't like to see endgame characters using that orb to kill a certain boss. And this orb would be really rare (but it won't be to expensive, because endgame characters can't use it anyway).
Last edited by AceNightfire#0980 on Feb 25, 2013, 1:46:40 AM
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Incompetent wrote:
Not unless there's some way to reverse the effect when GGG changes the game balance (or just improves game performance) and suddenly life-stacking isn't so popular any more.


If GGG changes balance to life-stacking isn't so important, then take away the orb. It can't get any easier.
I'm thinking about a simple effective solution to this problem that's been going on recently.

The solution I'm suggesting has like 0% impact on gameplay and the economy (for reasons I've stated previously).
Thus, if it does indeed solve that problem, and has basically no negative consequence, then why not implement it?

Also if you think the "problem" is laziness or something, it's not.
The problem is getting "stuck", and have basically 0 ways to continue playing because of it.
That's what like 80% of the people that want a full respec are complaining about (the other 20% is indeed lazy)
Again, read what I've posted in that post I link. Other games have ways to let you out of a "desperate" situation.

It should be possible to get out of that "desperate" situation in reasonable time, without the need to farm or buy 20 orbs of regret (which is not "reasonable" time at all, in fact I can tell you confidently that nobody ever has done this, even those that tried).

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VideoGeemer wrote:
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gonzaw wrote:
Then why is nobody doing that and they keep complaining that the game is "broken" and their build "shit" and say they want a full respec and they give up and delete the char and maybe throw a tantrum and quit the game altogether, etc?


Because they want it to be easier. That's all.

There will always be those who will flip out over the thought that they can't just respec. But this game cannot go that route, or its longevity would be shot. It sucks that some players won't like PoE, but GGG has to count on those of us who *do* like it, and to make a game that we can still play in 5 years. Full respec would go quite a long way to destroying that, as we could just spec any way we wanted, for any battle or situation, with no consequence. The fact that we have to reroll or farm for orbs means that we still have to keep playing the game after we get to high levels. Even a periodic (oce every 2 months or so) respec option would mean that players would decide to wait, and lose interest in the mean time.

D2 didn't have respec and it did fine. And as it is, when GGG has made drastic changes to the tree, they've given respecs. Not that this happens very often (nor should it), but it has happened.


Did you read my post? :P

I am 100% against a full respec

But I am not in favor of just shrugging the problem off and say "Nah those noobs are lazy and suck at creating builds. Re-roll your char noob and take it like a man".

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For other people you'd need like 20 respec points maybe just to get to a single 8% life node.

This doesn't solve the problem, evidenced by the fact that it's already a mechanic from the game....and there is still a problem


Yeah, but one life node is never going to make the difference between viability and a crappy build. It would more likely be that somebody invested several points to get a certain skill a bit further away on the tree, that turned out to be useless to them.

And I know, that's a legitimate issue. But all GGG can do about it is what they already have, by making the orbs accessible. 20 wouldn't be that hard to get for a high-level player. A few drop on their own, and the rest can be bought by trading in lower-level orbs...


That was my point. Some builds may be 20 respec points away from 1 8% life node, which won't change a thing.
Thus the 20 orbs of regret the other guy wanted those guys to farm will be completely useless to them, and they will continue getting stuck, but now they will be stuck and furious as hell that they wasted time farming 20 orbs of regret for nothing.
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AceNightfire wrote:
I don't like it. What about energy based builds? What about builds that go mainly for defensive stats like armour and evasion and don't have much life? Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?


Unless they take CI those energy based builds still need life. If they get killed a lot, then a boost to life will improve their survivability.
Also I've never seen someone say "I have too low ES and mobs kill me!", they always say "I have too low life and mobs kill me!", no matter their build.

I think catering to those people is enough. If someone takes CI they are fully responsible for what happens with it. And in the worst case scenario they just respec CI and problem solved (you can respec Keystones right?)

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Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?

Like I said before, choose any number you want, as long as it increases life.

Make it reduce cast speed, attack speed, damage if you want, or maybe mana as well so it "hurts" the guy (but at least he won't get one-shotted).

Also yeah, decreasing some of those stuff will make the game harder for him, and harder in the long run specially...but at least he'll be able to play those parts, which he wouldn't have otherwise because he gets one-shotted all the time (or nearly one-shotted if he's in HC)

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And if I would design an orb like this, I would do it like this, that you can only use it up to 10 times. Everytime you consume one orb, you get a big bonus to life, armour, evasion and energy shield (like +30% for all those stats) for like 2 hours. That means, you can use this buff to a maximum up to 20 hours, after this you can't use that orb anymore with your character.


That could work, but what about after that? After you use the orb and its duration ends, you'll be in an even higher level zone with even less survivability than before. If you didn't die before you will certainly die now
That doesn't solve the problem IMO


Also there's no downside to it. "Normal" players will use it too. I don't want that, it can make the game imbalanced and shit.

"
Furthermore I would limit the use just for players below lvl 60. I wouldn't like to see endgame characters using that orb to kill a certain boss. And this orb would be really rare (but it won't be to expensive, because endgame characters can't use it anyway).


Do you think a high level character would want his attack speed, cast speed, mana, elem damage, phys damage, etc permanently reduced just to kill one boss?
Okay, before talking about the orb, please read this and discuss this:
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gonzaw wrote:
Wall of Text over here:

Full respec is a no to me. I agree it doesn't make much sense to just allow you to create a 100% different build in an instant, and like some people said nobody will even care about creating a build and leveling it, they will just reach a high level as soon as possible, then full-respec into the build they want.


Still, there seems to be a problem with the "shitty builds". You go all game thinking your build is cool and fun, and in an instant it becomes shitty and everybody one-shots you. Your char is useless and you must (basically) re-roll.

Now, I haven't arrived there yet (Still A1 Cruel), but considering everybody else's experiences that is a pretty bad problem.

So, what is the problem itself simplified?
You decide to go through path X until you arrive at point Y. When you arrive at point Y, you realize you are in a dead end, and can't backtrack to keep going.

So how do you solve this? I see 2 ways:
1)Allow people to know that Y is a dead-end before they reach Y, so they can slightly change their path X to avoid said dead-end
2)Once they reach dead-end in point Y, allow them to, with time and effort, overcome that dead-end in order to continue

1) Basically let players know their build is "bad" and they'll get instantly killed later in the game much much earlier. Make them know that at a time where they still have an impact to try and avoid said "dead-end".
Most of the time leveling up is done in Normal (you get 30+ levels there). Normal would be a good time to make people know if their build "sucks" or not. If not make Cruel that one. However you level up slower in Cruel so you may not change stuff that much.

2) Basically, if you see you get one-shot all of the time, then allow players to overcome that.
How? By gaining more levels and finding more loot.
Basically, if they see that in a certain stage X they die a lot, let them "grind" in stage X-1. Make it possible so that if they grind enough, they will be able to go through stage X without dying.
If you took few life nodes in your PST, then this is basically impossible unless those life nodes are conveniently in your path and you can instantly get them as you level up.
If in late-game you find you die a lot, then you won't be able to level up 10 levels to get all the necessary life nodes, etc.
Your only salvation is finding a "+1000 to Maximum Life" gear lol.

So, assuming you would only be able to gain 3-4 more levels before getting bored to death (in that X-1 stage I was talking about), then these 3-4 levels should be enough for said player to keep surviving.
Any loot said player gets when he's grinding there should be enough as well.

I guess Diablo 2 could be an example of this. If in Diablo 2 you see yourself get one-shot because you have little health, then you can grind and level up 2-4 times.
However, you know you need health ASAP, so what do you do? You put ALL your points into Vitality (instead of putting into Strength and the like).
After leveling up a little, you will have considerable amount of health, thus be able to survive.
What does this mean? It means that you can play "normally" (put points into Strength/Mana/etc), and you won't see any significant impact; but if the need arises, you can enter a "desperate" situation with a "desperate" solution, but it should still work (even if it may not be the best for you in the long-run, for instance by not getting those Strenght/etc points you wasted on Vitality).

It makes sense and it's how things tend to work in nature.
For instance, right now all your organs are functioning fine, and you are fine.
However, if you get stranded in Antartica, you'll get pretty cold. If all your organs/muscles/etc function in the same way, you will die VERY FAST. However, your body shuts down other "unnecessary" parts of your body to give you enough heat to at least survive a couple of more hours/days.
This is a "desperate" solution made by your body for a "desperate" situation.
Now, if we assume your organs functioning correctly represents you "crafting your build", and you living represents you not hitting a dead end with a "shitty build", then my point becomes clear.


I'm not saying there should be more base-life per level and a choice to "level up life", but that would (maybe I'm not entirely sure) solve the problem.
If that doesn't work, then change stuff about the game/Passive Skill Tree:
-Change the dependency on life nodes and make people get life easier in other ways
-Make mobs hit for less damage, and don't allow some mobs to one-shot people (don't make them stack damage mods, etc)
-Change the way players interact with the PST so they have more chances to get those life nodes easily when they need them ASAP.
Making Orbs of Regret drop more often could help; maybe change the PST mechanic entirely, maybe include new orbs that give you passive points, or let you teleport to the nearest life-node, or something.

Maybe have some specific rare orbs that when used permanently give you more maximum life? If you farm a specific place long enough you'll get 4-5 of those orbs, thus get enough life to survive the next stage.
Maybe make it so the drop rate of those orbs is exponential if you grind in a single place (basically if you stay in a single place and not go anywhere else).
With this mechanic, normal players that go from stage to stage won't see any of these orbs (or 1 or 2 per act, something like that).
However, players that are stuck, thus can only grind on the same place, will see more and more of these orbs as time passes.
What does this mean? It means that these new "life orbs" will basically only help people that hit a dead-end with a "nonviable" build, which is what we want (we don't want normal people getting 10000 of these orbs and coasting through the game. If they grind the same place over and over they would technically get all these orbs, but they would need to waste a lot of time and effort and won't advance in the game at all)
Again, "desperate" solution for a "desperate" problem.

You want there to be a "downside" for these new "life orbs"? Then feel free to give negative stuff to them.
Again, when you are in Antartica your liver stops working so you don't freeze to death.
You may end up surviving (gain enough life in our case), but on the expense of your other organs functioning properly, and maybe have permanent damage in the future.
If we go by this same analogy, then we can give these orbs a downside, that way they are only used by desperate people in desperate situations (I mean, it doesn't make sense for your body to shut down your liver any time it pleases him doesn't it? Then it shouldn't make much sense to use these "life orbs" when you have no problems with your build).

For instance, they could be like this:
Aid Orb:
Gives you +15% Maximum Life
Gives you -10% Maximum Mana, -3% Attack Speed, -5% Elemental Damage, -5% Physical Damage, -3% Movement Speed
Right click this item to apply it.
Every 30 minutes you don't go into new areas, the chances to drop this orb doubles (time spent in town doesn't count).

Would the above be a viable solution?


If not, we can keep discussing and bring in new ideas.

People seem to just give 2 solutions for the whole "nonviable" build problem:
1)Deal with it
2)I want a Full PST Respec

Both of these seem a little extreme to me and either don't solve the problem at all, or endanger other parts of gameplay and may bring even more problems in other areas.
I propose we try to come up with ideas that are not those two.


It seems to me some people didn't fully understand my point of view on this subject. For instance what the actual problem is, how I would model said problem, how other games (D2 for instance) solve that problem with said model in mind, and how I think it should be solved in this game.
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gonzaw wrote:
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AceNightfire wrote:
I don't like it. What about energy based builds? What about builds that go mainly for defensive stats like armour and evasion and don't have much life? Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?


Unless they take CI those energy based builds still need life. If they get killed a lot, then a boost to life will improve their survivability.
Also I've never seen someone say "I have too low ES and mobs kill me!", they always say "I have too low life and mobs kill me!", no matter their build.

I think catering to those people is enough. If someone takes CI they are fully responsible for what happens with it. And in the worst case scenario they just respec CI and problem solved (you can respec Keystones right?)


Rofl, the argument "if they take..." is like saying "if others don't get life nodes they are full responsible". That would apply for every glass cannon build and not just ES based builds...

I see, you only think about yourself, but not about others. Not everyone plays a life based build.

And dude, people with much strength and life nodes benefit more from your suggestion then all the other builds that are based on other stats. Your idea sux like it is now, cause only a handful of people will benefit from it, while all the others are "wtf, why I don't get an orb that helps me??"

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gonzaw wrote:
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Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?

Like I said before, choose any number you want, as long as it increases life.

Make it reduce cast speed, attack speed, damage if you want, or maybe mana as well so it "hurts" the guy (but at least he won't get one-shotted).

Also yeah, decreasing some of those stuff will make the game harder for him, and harder in the long run specially...but at least he'll be able to play those parts, which he wouldn't have otherwise because he gets one-shotted all the time (or nearly one-shotted if he's in HC)


Your idea does not help at all. Redcuing mana and all the other attack based stats will actually REDUCE the survivability. Not being able to kill your foes (fast enough) will result in many foes hitting you at the same time. So why should 15% more life help at all?

"
gonzaw wrote:
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And if I would design an orb like this, I would do it like this, that you can only use it up to 10 times. Everytime you consume one orb, you get a big bonus to life, armour, evasion and energy shield (like +30% for all those stats) for like 2 hours. That means, you can use this buff to a maximum up to 20 hours, after this you can't use that orb anymore with your character.


That could work, but what about after that? After you use the orb and its duration ends, you'll be in an even higher level zone with even less survivability than before. If you didn't die before you will certainly die now
That doesn't solve the problem IMO


If you can't manage to make a build that can handle enemies after 30 hours of gameplay (I assume that the first 10 hours you can do without this orbs), then your build isn't worth playing. In my opinion such an orb should only help a player to reach a certain level until he can fight without using the orb. If he can't manage it, then he should try a completely new build.

"
gonzaw wrote:
Also there's no downside to it. "Normal" players will use it too. I don't want that, it can make the game imbalanced and shit.


Normal players? Who are you to say which players are "normal" and which are not? I think equal terms for everyone is important, so everyone should have the option to use that orb. That's why I said: Only 10 orbs are useable for every character and only up to lv 60. After that, you have to make it without those orbs.

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gonzaw wrote:
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Furthermore I would limit the use just for players below lvl 60. I wouldn't like to see endgame characters using that orb to kill a certain boss. And this orb would be really rare (but it won't be to expensive, because endgame characters can't use it anyway).


Do you think a high level character would want his attack speed, cast speed, mana, elem damage, phys damage, etc permanently reduced just to kill one boss?


I'm not talking about permanently, I talk about temporally. That's what I suggested. An orb that gives you a high survivability boost, but only for a limited time and with limited usage. It's only there to overcome maybe 15-20 levels to reach certain nodes on the skilltree if you have a glass cannon build at early/mid game and always die. If you can't manage to survive even after those 15-20 levels, then your build is shit anyway and you should start over.
Last edited by AceNightfire#0980 on Feb 25, 2013, 3:51:52 AM
Why not do something like this?

Aid Orb:
- Reduce damage taken by 10-20%
- Decrease debuff duration by 50%
- Decrease item rarity by 50% and item quantity by 30%
- Wears off when you gain a level
- Cannot be traded

Some people are hitting walls where they can't advance because they keep dying and losing their EXP. By giving them some boosted defences (reducing all incoming damage helps any build, and reducing the debuff durations will also help in some very dangerous areas), and it wearing off once you gain a level marks a spot, "Right, I'm done with this area, here's the level to prove it, I can advance now." But there's got to be some kind of penalty. Reducing combat effectiveness could negate all the advantage of the damage reduction, but item rarity and quantity? It may hamper a person getting the new gear they probably need, but this forces you to weigh it up; it can't just be an all gain without any pain, and a lack of items doesn't stop you from advancing in the short term, which is what this orb seems to be supposed to cover.
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AceNightfire wrote:
"
gonzaw wrote:
"
AceNightfire wrote:
I don't like it. What about energy based builds? What about builds that go mainly for defensive stats like armour and evasion and don't have much life? Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?


Unless they take CI those energy based builds still need life. If they get killed a lot, then a boost to life will improve their survivability.
Also I've never seen someone say "I have too low ES and mobs kill me!", they always say "I have too low life and mobs kill me!", no matter their build.

I think catering to those people is enough. If someone takes CI they are fully responsible for what happens with it. And in the worst case scenario they just respec CI and problem solved (you can respec Keystones right?)


Rofl, the argument "if they take..." is like saying "if others don't get life nodes they are full responsible". That would apply for every glass cannon build and not just ES based builds...

I see, you only think about yourself, but not about others. Not everyone plays a life based build.

And dude, people with much strength and life nodes benefit more from your suggestion then all the other builds that are based on other stats. Your idea sux like it is now, cause only a handful of people will benefit from it, while all the others are "wtf, why I don't get an orb that helps me??"


I would say most people in this forum would agree that "Life is King" or some shit.
You may have a different opinion, you may think life is just an "accessory" that only "life builds" use, but I'd say you are wrong then.

If that's the case, then almost everybody would "benefit" from it.
And "benefit" in the loosest sense of the word, since they would get a lot of negative stats decrease with it.

"
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gonzaw wrote:
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Why reduce mana? Not being able to perform your skills because of the lack of mana can be deadly too...?

Like I said before, choose any number you want, as long as it increases life.

Make it reduce cast speed, attack speed, damage if you want, or maybe mana as well so it "hurts" the guy (but at least he won't get one-shotted).

Also yeah, decreasing some of those stuff will make the game harder for him, and harder in the long run specially...but at least he'll be able to play those parts, which he wouldn't have otherwise because he gets one-shotted all the time (or nearly one-shotted if he's in HC)


Your idea does not help at all. Redcuing mana and all the other attack based stats will actually REDUCE the survivability. Not being able to kill your foes (fast enough) will result in many foes hitting you at the same time. So why should 15% more life help at all?


As an easy example, think of all those glass cannon builds. THey have lots of DPS but get one-shot, etc.
Reducing their DPS a little so they can at least barely survive doesn't seem like a "game-breaking" experience.

After they use the orb, it's responsibility of the player to know how it affected his build. He can easily go farm and get better weapons/gear to increase his DPS, or just "suck it up" and play more carefully.
Or....the negative impacts can be "tweaked" a little bit, so it's balanced

"
"
gonzaw wrote:
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And if I would design an orb like this, I would do it like this, that you can only use it up to 10 times. Everytime you consume one orb, you get a big bonus to life, armour, evasion and energy shield (like +30% for all those stats) for like 2 hours. That means, you can use this buff to a maximum up to 20 hours, after this you can't use that orb anymore with your character.


That could work, but what about after that? After you use the orb and its duration ends, you'll be in an even higher level zone with even less survivability than before. If you didn't die before you will certainly die now
That doesn't solve the problem IMO


If you can't manage to make a build that can handle enemies after 30 hours of gameplay (I assume that the first 10 hours you can do without this orbs), then your build isn't worth playing. In my opinion such an orb should only help a player to reach a certain level until he can fight without using the orb. If he can't manage it, then he should try a completely new build.


Then you missed the problem entirely.

Also, it's obvious what "normal players" means in context

Please read my post above (the one inside the quotes). You seem to be misinterpreting the principle of what I'm suggesting
"
DoubleSmiggins wrote:
Why not do something like this?

Aid Orb:
- Reduce damage taken by 10-20%
- Decrease debuff duration by 50%
- Decrease item rarity by 50% and item quantity by 30%
- Wears off when you gain a level
- Cannot be traded

Some people are hitting walls where they can't advance because they keep dying and losing their EXP. By giving them some boosted defences (reducing all incoming damage helps any build, and reducing the debuff durations will also help in some very dangerous areas), and it wearing off once you gain a level marks a spot, "Right, I'm done with this area, here's the level to prove it, I can advance now." But there's got to be some kind of penalty. Reducing combat effectiveness could negate all the advantage of the damage reduction, but item rarity and quantity? It may hamper a person getting the new gear they probably need, but this forces you to weigh it up; it can't just be an all gain without any pain, and a lack of items doesn't stop you from advancing in the short term, which is what this orb seems to be supposed to cover.


I think this has the same problem as that other orb someone posted about.
When the buff wears off, the dude is in an even worse position than before.
Gaining 1 level won't make everything all dandy and special. If he dies a lot and is "stuck" in a place because he lacks survivability, he'll keep dying once he gains 1 measly more level. You just prolonged his demise.
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gonzaw wrote:
I would say most people in this forum would agree that "Life is King" or some shit.
You may have a different opinion, you may think life is just an "accessory" that only "life builds" use, but I'd say you are wrong then.

If that's the case, then almost everybody would "benefit" from it.
And "benefit" in the loosest sense of the word, since they would get a lot of negative stats decrease with it.


You said it yourself. Most people say Life is King. Yet you make a suggestion that gives even further benefits for life users. How does that solve ANYTHING?

Just because most people go for life doesn't mean there shouldn't be an option for armour, evasion and energy shield users. I will go further in detail about this after the next quote:

"
gonzaw wrote:
As an easy example, think of all those glass cannon builds. THey have lots of DPS but get one-shot, etc.
Reducing their DPS a little so they can at least barely survive doesn't seem like a "game-breaking" experience.

After they use the orb, it's responsibility of the player to know how it affected his build. He can easily go farm and get better weapons/gear to increase his DPS, or just "suck it up" and play more carefully.
Or....the negative impacts can be "tweaked" a little bit, so it's balanced


Your suggestion wuld help tanky people more then DPS builds. Someone who goes completely for Life would ALWAYS take your orb, because 15% life is really much and the reducages are very low. If someone has no attack speed, damage nodes, the 5% reduce to that stats won't be recognized, while the 15% life really come in handy because the went totally for life and strength. This suggestion makes builds based on life-survivability even better.

But DPS builds have no advantage from this. Example:

- A tanky build has 1000 HP and uses your orb. That will result in +150Life for him.
- A DPS build has like 500 health at the same time, so he will only get +75Life from the orb.

The real problem now starts with the DPS reduction from your orb:

- A tanky build has like 1.00 Attack Speed (just an easy example) and the 5% attack speed reduce will result in 0.95 Attack Speed (0.05 loss)
- A DPS build has like 2.00 Attack Speed and the 5% attack speed reduce will result in 1.90 Attack Speed (0.10 loss)

As you can see, a tanky build has advantages in all points, while the DPS build has less advantages. And your suggestion was all about giving DPS builds more survivability, yet I only see advantages for tanky builds. Ironic, isn't it?

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gonzaw wrote:
Then you missed the problem entirely.

Also, it's obvious what "normal players" means in context

Please read my post above (the one inside the quotes). You seem to be misinterpreting the principle of what I'm suggesting


There shouldn't be items ingame that can only be used by some people only because they messed up their build or were going for a complete glass cannon build. It's like you said:

"If someone chooses a glass cannon build they are fully responsible for what happens then."

Likewise ;)

I don't think we need such an orb, so I stay with my -1 for this suggestion. And btw.: I'm not gonna read the wall of text of yours. Why? Because if you can't manage to make a good suggestion in 4-5 sentences, then the suggestion is either bad or just to complex to be realized.
Last edited by AceNightfire#0980 on Feb 25, 2013, 2:01:41 PM
The problem is that not everybody knows if their build is a glass cannon until they get one-shot 10 times in a row.

It's easy to know when to use a specific orb


What do you think of the "principle" behind it?

I do not want ANYBODY using this orb UNLESS they are in a desperate situation and die A LOT and CAN'T PROGRESS.

Yes, with these random numbers I posted, a tanky guy would use the orb with no problems.
But I don't want him to.

If you agree with the principle, we can argue how the orb should actually be so this doesn't happen.

"
There shouldn't be items ingame that can only be used by some people only because they messed up their build or were going for a complete glass cannon build


Why?

Again, read that "wall of text" of mine. The problem is that the "deadend" people arrive at is very sudden, and they can't get away with it.
"Messing up a build" is almost accidental in the case of many players, and they get stuck and frustrated, when they shouldn't.
This is a VERY EASY way to fix that, you don't need to balance anything or change the passive skill tree or anything.

Of course doing any of those would be preferable, but I like this as a "temporal" solution until GGG balance the game better (or don't maybe)
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Also, my wall of text isn't the suggestion itself, it's the context and principle behind it ;)

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