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TheAndoman.9317

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  1. Personally, I'm thinking that an easy way to correct the power creep issue is simply adding a "warm up" mechanism to all of the HoT and PoF specializations. Similar to how the Warriors adrenaline build up works. Especially with the full reset when you're out of combat. For instance, a scourge could only use their shade (F1) and the (F2) skill when first entering combat, but as the deal and receive damage, their "feel for the flow of combat" grows, and the other skills become available to them for the rest of the fight. Another big fix for the scourge target cap issue could be to remove the shade skills having an effect on the scourge, they are "shade skills" after all. Firebrands could have a few pages in their tomes, at the start of a fight, but don't get the most powerful until their meter is full. Pretty much the same for all of them, Reaper, Dragonhunter, Weaver, and so on. Druids already have a mechanism similar to that. It would also make the original 9 classes viable again since they aren't immediate overpowered.
  2. I haven't scoured the forums extensively to see all of the discussion about this topic, but had an idea, the other day, that I thought was a pretty good way to have multiple saved templates. Tie the ability to save build templates (beyond the one that already exists in the game) to ownership of legendary armor. The same could be done with weapon sets. Once you have a complete set of Legendary Armor, you now have the ability to very quickly change to any possible stat set and easily change Superior Runes, without losing them, as well as infusions. My thought is that once you have the Legendary Armor, you now have the ability to save templates for that class of armor. The template would allow you to save a stat set, a Rune set, and infusions. If you wanted to restrict them a bit, you could make it so that a person is permanently committing rune sets for those builds. Essentially, the armor is absorbing those runes, permanently, in exchange for the ability to use them, when you need to...only on that suit of armor. When you want to change runes or infusions, it could then function like selecting stat sets currently works on Legendaries. But, instead of having access to all of them, I'd have access to the Rune Sets that I've saved to that Armor. The same set up could work with Legendary Weapons. It would help to clear a little bit of inventory space for those of us who frequently swap builds on the same character.
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