Saphire, like the ideas of revamping things. Adjustments are an on going process with a narrow window between overkill and not enough. Sounds like you have some decent ideas. One area I think wasn't explored this patch was a realm test with a beta patch. Some issues may have been caught when groups had to start new and actually play rather than using edited toons for testing. Love the idea of rethinking monsters being moved. Would also rethink the area just before Andy, too small for that fight and having several zerkers in there with the sub-boss is a bit harsh.
Riem821 wrote:
While we're on this topic:
-Giving a reason to have + War Cries on a barb that doesn't go "Warcry"
-Giving more tools for melee fighters to soak up the damage, so you don't explode when you get in melee range on bossesFighters have many gear choices to help mitigate dmg. Barb has IS, NR and inc stam, drrods have wolf/bear giving a ton of help + spirits, pallys have HS, Sins claw block (extremely good), melee zons have some dr/mdr added last couple patch.
-Make kiting near impossible or simply impossible (Why have a tank/team when you can kite?)Only way to do that would be make all boss area tiny forcing people to be in counter range virtuall 100% of the time. Problem, like the area in cata no where to run and regroup if it get too hot.
-Massively increase the base damage range on weapons and base armor on armor pieces. Decrease the EHDamage% as needed.
-Increase drop rate of cow level parts (Especially the act 3-5 ones)
-Fix + to X skills not appearing on claws and barb helmets, and make +X to masteries roll on circlets again (It currently never rolls).
-Impale might be bugged (strangely low damage in LCS when maxed)
-Buff Claws of Thunder. Blades of Ice are good when farming for the AOE freeze, Fists of Fire is good for DoT, but claws of thunder does nothing better than the rest really, not even damage. Additionally, give a synergy to all claw skills with each other similar to phoenix strike's. (Allowing us to max Fist of Fire and say, Blade of Ice and have the two synergies with each other in the same fashion Phoenix synergises with the rest, with a similar cap of course.)
-Fix Stun description to explain how the basic strike does 3/4 damage and the aoe does 1/2. If you could make both show up in the LCS, it'd be swell.
-Increase damage bonus on the Frenzy line of skills.
-Do something with WW, currently compared to stun it's pointless. Actually, if most melee skills could have a very small aoe nova it would be really great (Not at the same level of stun, but closer in size to poison vortex, but probably smaller still) so if two mobs are sitting on top of each other, they both get hit.
-Come up with replacements for the 4 barb skills in masteries that have been removed (Anything would do, really)
-Buff Thunderstorm (either way more damage, or much faster)T-storm is unique, it's a cast and forget it spell. It's never been a primary dmg spell and as such don't need much buffing IMO. Simply because once cast, you're free to do other things. The buff could be ok for a dual ele sorc as supplemental dmg, but that'd be all.
-Buff crafts one way or another. Better starting rolls would be nice.
-Massively nerf the new Blade Fury
-Add an additional dungeon to act 1-3 with higher monster level, drops and xp.( A1 could have the entrance in inner cloister or in Cata 2, Act 3 could have a 4-5 floor dungeon in the fortress of the Zakarum)Some area could be reworked like maybe the pit in tamahoe, the hole in BM no one goes there much anyway. Zak fort has an area already, that's where the last glyph comes from so leave that one. Perhaps if a new dungeon were added pick one of the temples after the general, little used ares anyway.
-Increase absorb rolls on items. +1% to X absorb is laughable.
All I could think of right now. As usual, take it with a grain of salt
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