A huge list of improvements and balance adjustments that the game currently needs

1) IMBALANCE IN CLOSE-RANGE AND LONG-RANGE COMBAT
There is a lack of survivability in close combat (mainly in builds with evasion) - when you are surrounded, it is almost impossible to fight, you are constantly stunned, you need to gain a huge amount of evasion (much more than is necessary in long-range combat for comfortable play), so long-range combat has too many advantages. Therefore, I propose several options:
- slightly increase survivability if a melee skill has recently been used independently (resistance to stun and damage ~ +15% and even more for ground effects and explosive elements - now, by the way, some bosses, such as Kulemak from the Abyss, leave puddles under themselves that cannot be ignored, which greatly weakens the effectiveness of melee combat)
- slightly reduce survivability if a ranged combat skill has recently been used independently (resistance to stun and damage ~ -15%) and make it easier to obtain evasion (it becomes effective in close combat when reaching at least 60%, and for this you need very good equipment, which further reduces the possibility of playing in close combat with evasion)
- Combine both of the above, but with a slightly lesser effect (for example, 10%, and if they alternate, the result should be a slightly higher survival rate than now due to the dodge buff).
Additionally:
- In close combat, there is no comfortable mechanic for quickly moving around the map, as is done with roa for archers and spearmen (and why is this not available for crossbows? Strange). In addition, many nodes for movement speed in the passive skill tree are concentrated specifically on archers and spearmen.
- Playing with storm wave on a monk is extremely annoying - the ability is not considered ranged, the wave constantly hits some kind of protrusions (which other ranged attacks ignore, this is especially annoying with abyss cracks), while also having a movement penalty and a fairly slow attack speed.
- The damage from the monk's power charges absorbing skills is too strong; they should be weaker, but at the same time, it should be easier to obtain power charges, as the current options are much less convenient (than, for example, obtaining frenzy charges).

2) SUPPORT GEMS
- Ataluis Bloodletting is very powerful; for balance, it should be limited to ~40-50% additional damage.
- Rakiatas Flow is very powerful; it is sufficient to simply ignore resistances without inversion (or limit inversion to -10%).
- Strengthen currently unused lineage support gems.
- Add support gems that do not require spirit for passive skills (not only spirit gems, but also passive skills from various ascensions) so that 5 support gems can be inserted into all skills without additional spirit costs.

3) META GEMS
- To make it work properly with weapons, and not just spells (although it doesn't look very good with them right now), it is worth adding mods to increase the skill level of ALL stones in weapons (up to 3-4 in total), gloves (+1), and amulets (+1).

4) MAP MODIFIERS WITH EFFECTS ON THE GROUND
- Chilled ground - change the approach by making the slowdown not instantaneous when hitting such a surface, but with a gradual increase in slowdown when standing on it, up to complete freezing when the freeze factor accumulates (i.e., running quickly across it, you hardly slow down and catch a minimum of freeze stacks)
- Temporal chains (and other cursed effects) - make them more noticeable; currently, they are difficult to spot in a crowd of monsters, and you get an unwanted debuff that you try to avoid at all costs
- Ignited ground - initially do much less damage, but with a gradual increase in damage when standing on it, up to ignition, which will last for some time after you leave it (i.e., running quickly across it, you take significantly less damage).
- Slightly weaken the visibility of delirium fog effects and character abilities (make them more transparent; currently, many effects are completely opaque and draw too much attention to themselves).

5) BOSSES
- Make each boss have stages that cannot be broken through with damage (for example, when their health is reduced by 20-25%, give them an 80% reduction in damage taken for 2 seconds) - this way, you can avoid one-shots, which are so annoying to developers and slightly weaken truly imbalanced builds.
- Kulemak is a fairly weak boss for the endgame, so I suggest also making 3 types of offerings for entry, as is done with other mechanics, increasing the reward and difficulty for each higher entry level + possibly giving these passes a little more often (in my opinion, they are rarely encountered now) + it would be interesting to add the ability to level up this mechanic like the others in the Atlas and add it to maps via the precursor tablet.
- The idea of a soul well through Kulemak's company is interesting. In my opinion, it would be nice to add a similar intro for other bosses for various shards.

6) STACK ATTRIBUTE BENEFIT
- Nodes associated with attributes should be slightly enhanced (this mainly applies to Falcon Technique - it has been reduced too much; a bonus should be provided for every 20 agility points, rather than every 25 as is currently the case).

7) ASCENDANCY
I can't talk about all the ascendancies, even though I've tried 6-7 different ones for different classes and seen even more, but I'm most excited about the monk's “acolyte of chayula” (I've also heard that “kitava blacksmith,” “ritualist,” and “tactician” are pretty weak), so here are a few suggestions regarding it:
- Change the “Grasp of the Void” ability so that it works with a chance when striking and also with a cooldown (but with a slightly shorter one - 5 seconds is still too long). and, of course, with less damage - in its current form, few people will want to use it (especially in the endgame), since it does not correspond to the desire for a higher pace of play
- Add a full-fledged spirit gem to Chaos Herald (the one with poison is difficult to use in a build based purely on chaos from elements or combining chaos and elements), which would work similarly to the one in the Altar of Darkness with explosions upon killing, and would only require one intelligence in its requirements.
- Add more support gems (NOT REQUIRING SPIRIT) for passive skills such as “into the breach” as I wrote in the point above (specifically for it, interesting options would be - duration of the effect, the speed at which new fires appear, splitting into smaller ones - fires that are half the size and give half the amount, but there are twice as many of them and, accordingly, an increased limit of purple ones - there are twice as many of them, and as an option, you could also give the ability to get power/frenzy/endurance charges there)
- Add the ability to use the spirit from darkness (which is given in the “Embrace the Darkness” node) for spirit gems (i.e., instead of the spirit, darkness will be constantly held, but the price will be increased, for example, by 3-4 times), since spirit gems are very important - I would always like to be able to use at least some of them, especially on a melee character.

8) UNIQUE ITEMS
- Ingenuity - make it drop a little less often, but increase the maximum bonus from rings (up to ~40-50%)
- Hand of Wisdom and Action - give attribute boosts a little faster (every 15 instead of every 20)
- Morior Invictus - make drops a little less frequent (but not for Uber Arbitrator), but slightly increase socket effects (~+15-20%)
- Megalomaniac Diamond - remove corrupted, remove initial bonuses, and allow effects to be applied as with amulets (2 times)
- Strugglescream - leave 1 enchantment as with other amulets, but add the ability to insert Megalomaniac Diamond + add a +20% global defense increase to current bonuses
- Original Sin - add the effects of burning, freezing, and shock, as is done with the Blackflame covenant, based on the original damage type before conversion (+ it would be great to add a change in the visual effect to purple for all abilities, as is done with the Blackflame covenant)

9) QOL
- Add a training dummy in the hideout for damage testing
- Death log - what damage was received and from whom in the last 4-8 seconds before death (amount, type, and source in order of receipt)
- Add a comparison of damage changes to abilities (and overall characteristics) when viewing another item via shift (as is done in the passive skill tree) - this will be especially useful before purchasing an item from another player

10) FINALLY
- Make currency drops easier every 2 days, let the more currency you farm, the less often it drops, but don't just kill the drop, when I don't sit around on weekends and play for a couple of hours on weekdays, I don't see a single divine, at the beginning of the league it seemed tolerable, but now they are simply not there
- We are waiting for new classes and abilities. I hope at least a couple will appear in the next league (I especially want to try chopping monsters with axes).
- New bosses with unique mechanics.
- New acts would be interesting to run through, but I think that right now this should be less of a priority than new classes, bosses, and unique items.
Dernière édition par psd#1061, le 23 sept. 2025 à 14:58:07
Dernier bump le 24 sept. 2025 à 03:38:29
bump
Bump
Bump

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires