Quality of life, for all players and a little more for minion players such as myself
Quality of life:
-possibility to rotate items 90° so the inventory space can be optimize (it happens a lot to have an armor and not have a 3x2 space, but you have a 2x3 space) -more information in general : i'm playing minions and it would've help to see that arsonists do physical damege that is than converted 70% to fire damage; also, it would've help to see that arsonist do hits, frost mages do casts. -avoid to resets info tabs whenever a change is made : in minions,i'm looking to basic attack tab, than i change supported gems and the tab menu resets (it's annoying) -avoid changing the angle of maps... it doesn't help to memorize the order of placed if those places get rotated; the maps are pretty big... Minion frustration -they block eachother in narrow spaces (no other class suffers for lack of damage because of narrow spaces) -they are slow in decision making : the path that they choose to attack the enemy is ofter a long one (mostly because of the 1st issue) SOLUTION: allow them to travers much narrow spaces, even overlap; .for oders of enemies 1vs1 priority, than attack the enemy with the more life, than the closest; .for bosses, they surround the boss using some criteria such as equal distribution around the boss -the mechanic of reviving after 6 seconds + reset every time one minion dies creates frustration in early and mid game, in story at least. (i've seen endgame builds that does not have this problem because the minions has so much life and caped resistences : they never die therefor they avoid the timer-mechanic completely); moreover, youtubers uses the "swap tech" with the only purpuse to avoid the timer mechanic... SOLUTION: either not reset the timer and keep it to 6 seconds or keet the reset timer and diminish the reviving to 3 seconds GENERALISATION vs SPECIFICITY in my opinion generalisation is a problem for balancing: es. 1 support skill that can support 4 DIFFERENT skills: skill A, B, C, Minions let's say A = broken, B = weak, C = ok, Minions = ok; 1 support skill = 1 numeber to manipulate (let's say it's a 20% increase) 2 options are possible with 1 number for all 4 skills .increase from 20% to 25% -> A gets more broken, B improves, less weak, C and Minions improves .decrease from 20% to 15% -> A gets less broken, B, C, Minions worsen At least for minions, a support skill that acts on something like physical damage increased 10%, should use 2 different numeber : one for the skill is intended (es. 10% for a slam) and another (8%) for minions that can be supported. This way you are able to make changes with control. As for telling the information (which number is being used), it would be good to have a marker (a point, different color-text of currently used tab or something else) Thanks y'all who takes time to read this Cheer Last bumped on Jan 3, 2025, 11:10:58 AM
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