This Could Potentially Fix One-Shots & Solve The Discrepancy Between Life/ES
This idea is a little disgusting at first glance, probably for both devs and players, but give it some thought.
Currently life builds are a bit unplayable because there's not much scalars for life. It's not in the tree because it shouldn't be a "necessary point". The problem is this breaks down in the end-game past the campaign where the damage of monsters becomes quickly unexpected. I was thinking that in the late game instead of adding more base damage per monster level, the monsters could deal % damage based on your EHP that doesn't scale. If a breakpoint could be reached where monsters with damage modifiers doing dangerous attacks almost one-shot the "expected EHP", but the base damage is enough to still kill anything under that, then it should be possible to achieve some sort of balance. For high potential overlapping damage and highly possible shotguns it would have to be much under the expected. For the problem of taking more damage the higher EHP you have, recovery amounts or speed could be based on max % Life/ ES to create an offset so that bigger numbers still means better defenses. This way the damage can never exceed the 100% threshold without a crit when you are above the expected EHP, and players' max hits are more in line with each other so there is a more even baseline to intentionally kill us from. แก้ไขล่าสุดโดย AverBeg7#1689 เมื่อ 10 ส.ค. 2025 12:18:56 ขุดครั้งสุดท้าย เมื่อ 10 ส.ค. 2025 12:14:41
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