Instead of littering the forum with many suggestion posts, I will just start a thread to collect whatever suggestion that happens to hit me. Critiques of my suggestions are always welcome.
After the patch, warrior's deficiency in the tanking department is rearing its head earlier than before.
To address this, and the fact ppl tends to favor offensive passives... here is the revamped:
Endurance
Flat DR: Flat damage reduction. This means after all forms of damage mitigation, the final damage is reduced by a number that's computed by Vit/X.
Tough as Nail
Flat DR: Flat damage reduction. After all forms of damage mitigation, the final damage is reduced by a number that's computed by Armor/X
For endgame, Vit at 2k is within reach. So Endurance Flat DR can be 2k per hit. For DW, an armor rating of 11-13k is common while SW probably gets 21k+. So DW can get 1.1-1.3k flat DR while SW enjoys a 2.1k flat DR. If there are multiple sources of flat DR, they are just added together to compute the final DR.
Additionally to further entice players using BOTH TaN and Endurance together, perhaps an additional bonus: Endurance bonus increased by 20% if TaN also equipped. Same for TaN.
Warriors starve for stats due to the need to pack on defensive stats. Here are two ways to help build a more tanky warrior. The two passive bonus is also a warrior exclusive (don't think other classes can have both passives together), further differentiating the classes.
Now flat DR should work against all forms of damage. Probably still not enough to deal with armor bypassing attacks like drain and fire bar.
But with changes to these two passives, at least a step in the right direction.
*diablo4 has arsenal system that allows barbarian to carry 4 weapons into the battlefield. This is their solution to the issue that melee chars requires greater stat budget to deal with similar mobs as a ranged char. So giving melee class in Eternium more help isn't out of question from a game development consensus point of view.
After the patch, warrior's deficiency in the tanking department is rearing its head earlier than before.
To address this, and the fact ppl tends to favor offensive passives... here is the revamped:
Endurance
Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 | Lv10 |
11% HP | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% |
Flat DR by Vit/10 | Vit/9 | Vit/8 | Vit/7 | Vit/6 | Vit/5 | Vit/4 | Vit/3 | Vit/2 | Vit |
Tough as Nail
Lv1 | Lv2 | Lv3 | Lv4 | Lv5 | Lv6 | Lv7 | Lv8 | Lv9 | Lv10 |
11% Armor | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% |
Flat DR by Armor/100 | Armor/90 | Armor/80 | Armor/70 | Armor/60 | Armor/50 | Armor/40 | Armor/30 | Armor/20 | Armor/10 |
For endgame, Vit at 2k is within reach. So Endurance Flat DR can be 2k per hit. For DW, an armor rating of 11-13k is common while SW probably gets 21k+. So DW can get 1.1-1.3k flat DR while SW enjoys a 2.1k flat DR. If there are multiple sources of flat DR, they are just added together to compute the final DR.
Additionally to further entice players using BOTH TaN and Endurance together, perhaps an additional bonus: Endurance bonus increased by 20% if TaN also equipped. Same for TaN.
Warriors starve for stats due to the need to pack on defensive stats. Here are two ways to help build a more tanky warrior. The two passive bonus is also a warrior exclusive (don't think other classes can have both passives together), further differentiating the classes.
Now flat DR should work against all forms of damage. Probably still not enough to deal with armor bypassing attacks like drain and fire bar.
But with changes to these two passives, at least a step in the right direction.
*diablo4 has arsenal system that allows barbarian to carry 4 weapons into the battlefield. This is their solution to the issue that melee chars requires greater stat budget to deal with similar mobs as a ranged char. So giving melee class in Eternium more help isn't out of question from a game development consensus point of view.
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