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-Greatly buff the lightning (and possibly Frozen orb and frost nova) tree of the sorceress.
I'm already concerned that f-nova and any other close range build will fall off the face of the game with current enemy damages vs caster survivability. It's either play long ranged or gtfo. I'll reduce boss cold and lightning absorb instead of buffing damage. They clear trash well enough.
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-Make cloak of shadow defense bonus passive OR add a new overlay OR add a very audible sound when it ends.
This is already included in client edits. It'll be included
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-Buff mercenary hp across the board. With the increase in trash hp and and damage, most mercs simply can't stand their ground, even when equiped very well.
Could do a minor buff per level. Don't wanna get too much into the lesser issues like this at the min, just the really important stuff.
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-Make healers more useful. Increase the amount of hp healed with holy bolt and prayer. If we're going to get hit by massive hits, at least allow us to play around it with a healer. Right now, 500-800 hp does squat against 17k damage hits.
I'd rather not mess around with healers too much.In an ideal world, the next big patch will move away from single hit 17k spikes, and more towards 10x 1.7k hits that can be absorbed, blocked, dodged etc. Don't want to waste time rebalancing a build only for it to need to be reverted later. Don't have the time.
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-Slightly increase the druid Sages summons hp (10-15% max)
I was thinking more of making them unkillable and untargetable. SoB can get 1% cold/fire/pois mastery per hard point (maybe per 2 not sure)
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-Bring back +x to masteries that vanished from circlets and helmets in general
Just gone through affixes fixing charges of amp/IM due to skills being moved around. Looks like 2 barb tabs were not included on helms (all helms, not just circlets). fixed
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-Either buff damage synergies from the barb combat tree, or greatly increase damage % per level
Again, this is something I'm avoiding for now.Ideally, I'd cut all passive hp buffs (inc stamina, lycan) to 2% per level, Oak and bo to 1% per level, so there is no more gaps between hp bulbs of 10k etc between tank classes. It makes balancing single target hits really hard and makes BO + oak required. Instead I'd aim to have tanks with ~50% more hp than a caster, and have skills for tanking, and skills for damage. Easier to balance incoming damage that way.
Honestly, skill ed% is pretty worthless overall without adding stupidly high numbers. Weapon base damage is too low through most of the game. for ed% to really be a huge deal.
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-I suggest giving Fade another 1% hp bonus per point spend in the elemental MA charges (max 40%). Sins have difficulty sticking to bosses because of their low hp, claw block or not.
Thats because its binary mitigation. You might block 8/10 of the incoming 1 shot hits, but those 2 out of 10 times, you die. That makes a worthless tank.
See my comment above. I'd rather not go buffing hp orbs further. I'd rather scale back hp% and enemy damage so 1 shots don't happen, and you build a tank via tank skills instead of a big hp orb.
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-Give the Amazon lightning strike a small lightning nova on attack.
Not sure if really needed. It's supposed to be something for boss killing ideally (single target,high damage) while the other 3 are for AoE. Maybe a synergy increase instead so it's not climbing too early? I'm not trying to rebalance the patch, just make bug fixes and minor adjustments. You'll have to make do with what you have currently. A lot of balancing/adjustments need to be made and it's not something I can dedicate a lot of time to. That kinda thing needs a decent amount of time and prep work.
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-Give faster block rare/ Faster hit recovery bonuses to the barb, druid, paladin and possibly sin (put them wherever you want, preferably on a passive for barb, on the shapeshifts for druid, on holy shield for paladin and either on burst of speed or cloak of shadow for sin)
See above, I'll add a little FHR to blade shield and increased speed.
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-Buff the hp of shadow master. This thing is currently a joke, especially compared to shadow warrior.
50% (750 base). I agree it's lack luster.
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-Add faster cast rate to both warrior and master
5% per level
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If you still have the time, check the damage of most builds and increase those that seem too weak. They're going to need some work if we're to actually beat the game.
For another time/patch. I'll make some minor adjustments to unused stuff though.
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Additionally, it would be nice to get + skills on claws before level 75.
added sin staffmods onto claws. Claws from level 1 onwards can spawn with + specific skills