12/23/2023 0 Comments Talisman of ephemeral power dots![]() ![]() It is my basic contention that a tier 2 epiced out player should be able to last as long against another tier 2 epiced out player as they did when they were both wearing blues. Obviously, this issue is of utmost importance to priests. In earlier levels, battles would last 20 or more seconds, and a priest's power would derive from the fact that we could heal ourselves during a fight. However, as people get epic'd out, battles are now lasting less than six seconds, making it nearly impossible for priests to heal themselves, especially if the priest spends most of that six seconds stunned, silenced, or pummeled. It seems like there are three possibilities:ġ. ![]() Items need more defensive stats on them like stamina, armor, +defence, and resistances. In the item generation budgets, these defensive statistics need to be cheaper so that more of them can be put on items without sacrificing in offence or +healing too much. PvE mobs would have to have their damage adjusted do compensate, of course.Ģ. Taking a cue from Diablo II, there could be an across the board nerf in damage in PvP. Say, for example, all damage gets reduced by 50% in PvP.ģ. Or, there could be a more smooth nerf to damage in PvP. That is, in PvP, there could be diminishing returns on +damage, attack power, and critial strike %. So, a spell cast without the benefit of +damage gear would still do the same amount of damage. However, if you load up on +damage gear, you'll get a diminishing returns effect for your efforts. ![]()
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