Damage Reflected is a really interesting game stat but it is too weak. Below I have attached my full tank build stats (10K damage / 1.6m toughness) with Damage Reflected stats on literally all my items to show that it's too low to even be viable in trials atleast.
This suggestion is to optimize the Damage Reflected mechanic and to make tank viable
I figure Damage Reflected will only be taken by tanks and we know at the moment tanks are in no way comparable to any other builds which does everything in the game better especially trials.
Tanks have no way to beat trials at the given time considering how much damage Tanks can deal in a short amount of time vs enemies with health up to millions which put tanks on an end game besides taking forever to kill Gorgana.
To make tanks viable I suggest to instead of having Damage Reflected be pure numbers, make it a percentage of the pure damage dealt by enemies (minus armor but this seems harder to code) or the damage received (considering only tanks take this stat, tanks would have no problem receiving high amounts of damage)
This suggestion is to optimize the Damage Reflected mechanic and to make tank viable
I figure Damage Reflected will only be taken by tanks and we know at the moment tanks are in no way comparable to any other builds which does everything in the game better especially trials.
Tanks have no way to beat trials at the given time considering how much damage Tanks can deal in a short amount of time vs enemies with health up to millions which put tanks on an end game besides taking forever to kill Gorgana.
To make tanks viable I suggest to instead of having Damage Reflected be pure numbers, make it a percentage of the pure damage dealt by enemies (minus armor but this seems harder to code) or the damage received (considering only tanks take this stat, tanks would have no problem receiving high amounts of damage)
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