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Showing results for tags 'balance'.
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Having to deal with permanent reflect on bosses can be either an impossible task or an annoyingly slow one and I really think that the status (when applied to bosses with a permanent effect) should be reworked to make it so players can actually adapt to the status instead of having to be spam healed with Demon Tamer. This is how I think the status should be reworked. Reflect should come in various flavors: PDPS: Reflects x% of all Physical damage taken. Reflects x% of Slash damage taken. Reflects x% of Strike damage taken. Reflects x% of Pierce damage taken. MDPS: Reflects x% of all Magic damage taken. Reflects x% of Fire damage taken. Reflects x% of Lightning damage taken. Reflects x% of Ice damage taken. Reflects x% of Nature damage taken. Reflects x% of Holy damage taken. Reflects x% of Dark damage taken. The idea of this rework is to make it so players can strategize around the bosses instead of having to use Demon Tamer or having to have low damage while being healed. Bosses could have multiple of these variants like reflecting both Slash and Holy damage, for example, but obviously reflecting all Physical damage and reflecting all Pierce damage wouldn't stack because that would be redundant. Also, if you are feeling extra evil, bosses could reflect all Physical and Magic damage, finally requiring Demon Tamer, but using Demon Tamer really should be a last resort.
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Hello friends, With the addition of 110% weapons and gear upgrades that can add another 8-10% to weapon damage, the scales have become unbalanced when compared to original classic EE. Even with capped(50) resists, it is impossible to mitigate the damage dealt in PvP, meaning that fights end 2-3 seconds after they begin. I personally feel that increasing max resistances in PvP settings(GvG/TW/Arena) by 10-20, and then adding a flat 10-20 all resists as a passive for being in PvP would remedy the issue. This would compensate for the increased damage dealt by players without having a negative impact on PvE, and the passive +10-20 would allow for the change without needing to release level 4 gems or invest further in resist sources. The cap and number of resists added are arbitrary amounts that you could tailor a bit for balance, but I feel that the easiest way to fix the damage scaling issue is simply to bump up the mitigation. Thank you!