Just to get these off my mind:
- where do Blade Flurry's "powerful attacks" stand now vs. the improved Cleave/Frenzy damage? It used to provide (what appeared to be) a DPS boost over normal attacks (if you were skillful or crazy enough to tap the icon). E.g. if you were 1:1 vs an Elite monster, you'd see its health bar drop more rapidly during the Flurry than e.g. during normal Frenzy attacks. Not so anymore - is that intentional?
- I move to suggest that dual-wielding provides a Parry bonus. Regardless of Parry/Block/Dodge being capped too low etc., to achieve 95% Parry presently you need 2x items (36% max) + a passive (Lightning Ref) + Into the Zone. That puts you over the top, but without Lightning Ref you only reach 91%... too much of an investment.
Shield users have Block. Let dual wielders get a +20% Parry bonus. That makes for 25% base, 43% with a single Parry item (93% with Itz or 58% with Lightning Ref, to taste), and 61% with dual Parry items ("100%" with ItZ or 76% with Lightning Ref., to taste). If Blade Flurry is made appealing again, those might be interesting builds.
- not sure how your "item randomizer/generator" works, but one possible idea to make Story mode more diversely interesting would be to have each Boss provide a maximal roll on certain stats, if the randomizer spewed out something with those stats. For example:
Magroth -> Power (i.e., when Magroth drops an item that has Power, it will be a +90 Power (for lvl 70 of course)
TBD -> Attack Speed
Xenodon Giant -> Vitality
Gorlak -> Crit Damage
Elban -> Crit Rating
This, in Story mode. Trials already yield better rewards.
- change the stack limits for Gemstone piles. 27 or 81 are useful numbers. Yes, I know this has been previously suggested, but always worth reminding.
- where do Blade Flurry's "powerful attacks" stand now vs. the improved Cleave/Frenzy damage? It used to provide (what appeared to be) a DPS boost over normal attacks (if you were skillful or crazy enough to tap the icon). E.g. if you were 1:1 vs an Elite monster, you'd see its health bar drop more rapidly during the Flurry than e.g. during normal Frenzy attacks. Not so anymore - is that intentional?
- I move to suggest that dual-wielding provides a Parry bonus. Regardless of Parry/Block/Dodge being capped too low etc., to achieve 95% Parry presently you need 2x items (36% max) + a passive (Lightning Ref) + Into the Zone. That puts you over the top, but without Lightning Ref you only reach 91%... too much of an investment.
Shield users have Block. Let dual wielders get a +20% Parry bonus. That makes for 25% base, 43% with a single Parry item (93% with Itz or 58% with Lightning Ref, to taste), and 61% with dual Parry items ("100%" with ItZ or 76% with Lightning Ref., to taste). If Blade Flurry is made appealing again, those might be interesting builds.
- not sure how your "item randomizer/generator" works, but one possible idea to make Story mode more diversely interesting would be to have each Boss provide a maximal roll on certain stats, if the randomizer spewed out something with those stats. For example:
Magroth -> Power (i.e., when Magroth drops an item that has Power, it will be a +90 Power (for lvl 70 of course)
TBD -> Attack Speed
Xenodon Giant -> Vitality
Gorlak -> Crit Damage
Elban -> Crit Rating
This, in Story mode. Trials already yield better rewards.
- change the stack limits for Gemstone piles. 27 or 81 are useful numbers. Yes, I know this has been previously suggested, but always worth reminding.
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