Copious Quantities of Blatantly Obvious Propositions

Nudge, nudge.
Exposure.

-Slad
No mercy for the weak. No pity for the dying. No tears for the slain.
Suggestion 13 is basically good in the first part, but not so good in the second part.

It's evident that mobs should get a bit more life and a lot less damage, especially in some particularly nasty cases, but to make melee characters more viable the solution is not "more life": they need a completely reworked defence system (especially ES and Evasion) and ranged damage of any kind should be heavily reduced, both from players and from mobs.

This because a melee weapon is much more damaging than any projectile weapon. Piercing projectiles could have a higher chance to crit, but a much, much lower base damage (think of the damage an arrow would do compared to a two handed sword: a hole the first, often not even lethal, a cut in half corpse the second, or a limbless one). The advantage of ranged weapons is just one: range. You hit the enemy when he can't reach you, so it's free damage against no damage at all.

To compensate the reduction in damage for ranged characters and mobs, movement speed of many creatures in the game should be reduced too. Some of them are just too fast to be believable.
Also, a zooming-out of the view could help, since it would improve the chance of a ranged character to take advantage of his range.
"
Sdrumax wrote:
Suggestion 13 is basically good in the first part, but not so good in the second part.

It's evident that mobs should get a bit more life and a lot less damage, especially in some particularly nasty cases, but to make melee characters more viable the solution is not "more life": they need a completely reworked defence system (especially ES and Evasion) and ranged damage of any kind should be heavily reduced, both from players and from mobs.

This because a melee weapon is much more damaging than any projectile weapon. Piercing projectiles could have a higher chance to crit, but a much, much lower base damage (think of the damage an arrow would do compared to a two handed sword: a hole the first, often not even lethal, a cut in half corpse the second, or a limbless one). The advantage of ranged weapons is just one: range. You hit the enemy when he can't reach you, so it's free damage against no damage at all.

To compensate the reduction in damage for ranged characters and mobs, movement speed of many creatures in the game should be reduced too. Some of them are just too fast to be believable.
Also, a zooming-out of the view could help, since it would improve the chance of a ranged character to take advantage of his range.


But you agree that melee is the most difficult role at the moment, right?
I've had friends tell me to go ranged like most folks because melee is horrible, but why should I conform to playing the same role as everyone else just because the system is imbalanced now? They will most-likely balance the system sooner or later, so my time spent working and practicing as melee will not be for nothing.

-Slad
No mercy for the weak. No pity for the dying. No tears for the slain.
Yes, I agree, but "more life" is definetely not the solution.

The game is flawed in the basic formulas that define defenses and damage, so it's those that they have to change. If they do not do some new math work, life will remain the only remedy to mob damage and melee will never be viable as a way to play.


My ideal (yet probably utopic) game would include:

Melee does lots and lots of damage, both single target and AoE.

Melee skills use negligible amounts of mana.

Ranged damage is much, much lower than melee damage, with ranged spells doing more damage than non-spell ones, but burning a lot more mana.

Ranged non-spell skills use more mana than melee skills.

Evasion as a means to make harder for the enemy to hit you, really harder, and without stun when you dodge. Anyone dodges, who more who less. Armor impedes evasion, NEVER gives evasion.

Block with shields AND melee weapons, both single and dual wield (since when you fight you parry with both, not just the off hand), if you did not dodge. Bows and wands do not block, shields are much better at blocking projectiles (any kind, even spells). Block causes stun when you do.

Armor as a generic damage mitigation if an attack hits despite evasion and block (any attack, even spells and chaos). Maybe less effective against AoE effects. Shields never give armor, they give evasion and projectile block instead.

Energy Shield remains an ablative "extra life", but maybe it could have a "critical threshold", a maximum damage it could absorb in one hit, with any excess going toward life.
ES should come mostly from vests and talismans, sometimes from shields and accessories, almost never from armor.

Resistances come into play only when life is directly damaged, not before. They act also on the damage that bypass the eventual ES threshold.

Life has NO impact on debuff durations (use stats instead).

Flasks cure a percentage of life and come in a few variety: lesser life flask (rapidly cures half life), life flask (slowly cures all life), hybrid flask (slowly cures half life and half mana). Similar list for mana flasks.

Mobs damage is calculated as if they were characters of their level (or a couple level less) with a set amount of equipment and a specific passive build. This way they stay balanced and is simple to tone them up or down if needed.
Champions, rares, uniques and bosses have their standard modifiers and special unique effects.
Last edited by Sdrumax#6273 on Mar 5, 2013, 11:55:37 AM
I'd like an auto sort feature for the bag and stash tabs, this would also stack any currency for you. Titan Quest had this and it was brilliant.
More party options, it would be nice if we could limit the amount of people we want to join in public parties. Also, when we kick someone it should send them back to town. Just now we had some asshole in our group so we kicked him then he ran around and took all the chests like the child he is.
"
MrH wrote:
More party options, it would be nice if we could limit the amount of people we want to join in public parties. Also, when we kick someone it should send them back to town. Just now we had some asshole in our group so we kicked him then he ran around and took all the chests like the child he is.


I know how that is...
Sorry for the uber late reply.
I've been so busy in real life.

Tired of getting loot stolen? Join =WFC= where we respect eachother in-game and out.
Check my signature for more info.

-Slad
No mercy for the weak. No pity for the dying. No tears for the slain.

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