I think moving it to a successful dodge solves a lot of the issues haste on bow presents. They wouldnt be able to activate the haste until the melee player got in range of them and successfully dodged their attack. Previously bow could use the haste when the melee even glanced in their direction to build even more distance between them.
They should get 10% for 3 seconds after successfully dodging an attack, with a 6 second cooldown. Your suggestion would literally be a huge buff. The perk where they weapon swap and gain 10% haste should be removed and they should get a cdr perk for their abilities.
Do you think it would be fine to leave fortify how it currently is, but to give players more of it. That is to say, do you think it’s fine that fortify scales with a rod classes , or do you think light armor and heavy armor should receive the same pre-damage metrication percent?
Having fortify work the same for all three armor types make sense because heavy and medium are already getting more mitigation from the increase in armor they get from the loadout. Additionally medium and heavy get to stay in the fight longer and have a much higher chance of maintaining the fortify granted from shirking fortification.
The biggest issue I see with the tankiness of the game prior to season 1 was that life staff a weapon that is already giving players massive survivability through heals was also giving them 20-30% free absorption. I think moving that away from the life staff and onto another weapon alleviates some of that clump tankiness. If a healer would like to still apply the fortification to its allies they will need to drop the rapier and use the void gauntlet, a weapon that is much easier to kill than rapier.
So with the old system. At max fortification a light armor player could mitigate 70% of all incoming damage. A Heavy armor player could mitigate 80% of all damage. Medium is somewhere between those two. The old fortification was very bad for the game.
I think the maximum you should be able to absorb is 50-55%. And when I say medium and heavy are tankier than light previously is because there is a lot of damage being exchanged before fortification gets close to reaching cap. With the suggestions I made it would be harder for pretty much any player to reach the cap anyway.
Im not ok with many on the points u made, however u got my like and thanks for the time spended, posts like this shows dedication and worrying about the game.
Psdt: muskets shadap
Any particular suggestions you strongly disagree with?
As a resumen, bringing muskets to the previous patch and even buffing their other skill tree. Mortal empowerment seens way too much.
Other than that, i would not care if all this get implemented suddenly, nor can anticipate if it would have a positive or negative impact…at this point im fully open to any change that brings “fresh Air” to the Game.
Mortal empowerment would be gone and the damage falloff on the elemental split damage is fixed. I don’t think musket would be oppressive. If anything it will help keep bows and muskets in check.
My suggestion for Balance is to add more skills to choose from Now 99%ppl running with these same skills
Well i disagree on both points, muskets were opressive af before, not to mention if trap tree receive a buff, im ok buffing it if damage and accuracy keeps like It is. And about M.E or as you called it “accuracy empower” i dont think it will be gone, ull have fellas raising their damage for free constantly, and duels would be extremely weirds.
Take out speed for dex =gg ;D like realy problem is not speed, problem is rapier, 10 % speed after dodge is nothing, another 15% for 5 sec is nothing, becouse is hard to track on combat
The trap tree is exclusively close counters musket. Close counters musket is incredibly high risk, you have to run 0-50 con to do any damage.
I never said the opposite, but you cant expect having old musket status plus in addition buff em in short range.
It wouldnt be old musket though, 2 major issues would be resolved. Elemental split damage not having fall off damage and mortal empowerment being removed.
have musket like before but a bigger falloff damage and remove hitscan
Something they could also do is add more line of sight on the opr map. There are too many large barren areas.
I say keep hitscan, but agree on the damage reduction with range.
Ya increasing the damage fall off with range would help. The other ranged weapons should probably have it too.