I am about to set off a hornet's nest I think with my next suggestion. But I think it is a needed conversation so the game can continue to evolve in the direction of true distinct and varied play styles.
Currently investment into hp pool is necessary but unrewarding step in any build. The primary reason is that mob damage is high relative to the hp pool but balanced against the massive recovery mostly through LoH. This creates the incentive system to reward recovery over hp by a large margin. Giving the rise to the generally accepted "just enough hp to not get one shotted".
A consequence of this is that most of the game encounters are of the trash variety. Meaning a char can be surrounded and smoking a cigar without any need to do anything but to see the massive recovery (LoH on high # of attacks) cancels out mob damage.
On bosses, a char that has double the investment in hp pool fares not much better than one that doesn't but have similar recovery stat. So all playing styles become similar. Just whack as fast as you can and hope the recovery can keep pace.
Lets make hp pool a real variable in the future. The first step in the beta is a step in the right direction but I think doesn't go nearly far enough.
Recovery (most LoH) needs to be reduced enough such that when surrounded by a mob of elites, char's hp bar should slowly drain. Currently either the mobs are making no dent or hp drains so fast (less than 1 sec or two) it is game over. Again with recovery reduced, then mob dmg can also be scaled down so that the current situation of too high mob dmg vs hp pool will automatically solve itself.
Currently investment into hp pool is necessary but unrewarding step in any build. The primary reason is that mob damage is high relative to the hp pool but balanced against the massive recovery mostly through LoH. This creates the incentive system to reward recovery over hp by a large margin. Giving the rise to the generally accepted "just enough hp to not get one shotted".
A consequence of this is that most of the game encounters are of the trash variety. Meaning a char can be surrounded and smoking a cigar without any need to do anything but to see the massive recovery (LoH on high # of attacks) cancels out mob damage.
On bosses, a char that has double the investment in hp pool fares not much better than one that doesn't but have similar recovery stat. So all playing styles become similar. Just whack as fast as you can and hope the recovery can keep pace.
Lets make hp pool a real variable in the future. The first step in the beta is a step in the right direction but I think doesn't go nearly far enough.
Recovery (most LoH) needs to be reduced enough such that when surrounded by a mob of elites, char's hp bar should slowly drain. Currently either the mobs are making no dent or hp drains so fast (less than 1 sec or two) it is game over. Again with recovery reduced, then mob dmg can also be scaled down so that the current situation of too high mob dmg vs hp pool will automatically solve itself.
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