Closed CollinHerber closed 4 months ago
% Chance to Pierce is doable, depending on the specific implementation you'd be looking for. Easiest thing to do is to have a chance to increase a projectile's penetrate
value if it's >= 1.
I don't know how I feel about Ranged being given % Dodge chance. It's kinda the most rogue-ish class in the game I guess, but it's also by far the longest range and most powerful already. I'd give that to Melee since it'd be up close and want to dodge more often.
Burst of Speed is nigh useless as Hermes Boots more or less cap out your speed and anything more barely does anything. It'd be nice earlygame, but past that it'd be pretty much completely outdated. Flurry is weird, 10% increased attack speed strongly benefits high fire rate weapons and strongly disregards low fire rate weapons by nature. No one will use a Very Slow Sniper Rifle even if it's faster than Snail, but removing 1 use time from like a Megashark is a major buff proportionally. I'd go for an instant-use spam of perhaps slightly inaccurate projectiles, scaling to damage and use time - so, for example, a sniper would shoot 3 of its very powerful bullets instantly, and a handgun would shoot like 15. This keeps the flow of the fight, is very noticeable and is way more unique over a slight buff to use time.
Ammo Reduction would be a really nice passive, as long as it's not too high - upwards of 15% would be super nice but not remove the entirety of ammo as a resource. This could also be reworked into a much stronger skill if desired. I think there's a ton to be done for ranger, since it has ammo and projectiles and stuff, so this is one of the easier classes to work with.
Oh, I missed this - Flat # Added Damage is completely broken. Very quick weapons quickly become significantly stronger and very slow weapons see almost no benefit.
Seeing as we will only have a single tree based on the vote, we do not need to worry about "What class gets what passives" but rather just the placement of them on the tree. So someone who is specializing in fast weapons would want to try and path to the flat damage nodes, where as someone with a slow attacking weapon would want to focus on attack speed and % increased damage nodes
Ah, right. Still, flat damage is incredibly powerful and I'd be wary of that. This project is unlikely to be even close to vanilla's balancing, so I might just be too used to that context, but it quickly gets out of hand with flat damage. That does make a lot more sense though, making it not class exclusive gives players a ton more options for almost no downside.
Flat damage is a VERY VERY overpowered stat in ARPGs across the board so absolutely something to be wary of. Path of Exile has MANY layers of additions and multipliers to damage.
It gets VERY wild. https://www.poewiki.net/wiki/Damage
We need to come up with a skill tree for the ranged class
A few things that come to mind as generic passives are
A few skills that come to mind initially are