Remove monster weakness and ward type

If you are going to introduce dungeons that have different type of monsters, there’s no point in using specific armor sets. Esp for mutations. Besides, not all weapons are viable in some dungeons.

Just replace the ward with dmg reduction taken from non-player enemies

At least this way people will have an armor set for each mutation, not each dungeon on top of each mutation

The combination of gems and wards is flexible enough to offer variety where just one universal set of gear would not be engaging enough.

Mutations arent for everyone. You dont even need wards or banes upto m5 or so.

The bigger problem is thematically and technically mages get screwed. While magic resistence makes sense in a fire mutation it unfairly penalizes mages.

I’m strictly melee, wheres my physical damage mitigating mutation?

Wheres the mutations that remove buffs constantly making using coatings. Food, ect useless?

Mutations should shift meta in a fair way that provides disincentives to play one way but incentives to play another. Where are our boons to mix in?

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