Season 1 Patch Notes - 1.1.0a - eviltoast
  • Raildrake@lemmy.worldOP
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    1 year ago

    I’m torn over this point, I agree there’s way too many affixes and they make everything confusing, but having all builds go with Vuln/Crit is pretty boring.

    I wish they grouped all the +% damage affixes in a couple more generic ones, and made them more impactful, to the point you’d have some freedom in deciding stats for your build without being overwhelmed by the amount of fodder affixes.

    • sleepisajokeanyway@kbin.social
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      1 year ago

      Everything goes with vuln/crit though because that’s the best general damage stat. Every class can vuln super easily and crit is always just generally good, if we had vuln split into phys/elemental vulns that could potentially top out at higher numbers than the general vuln that would be cool but as it is designed now every class will always stack those 2 stats until they’re nerfed into the ground and considered useless. And Crit just hinges on so many affixes and it’s so generally good with all damage types that it’s here to stay as like you said % damage is way to specific with what types of damage it buffs. If they had nerfed those stats but then turned around and gave us itemization to work around the nerfs that would actually be interesting instead of just a flat nerf to every build in the game.

    • Matharl@lemmy.world
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      1 year ago

      Agreed but if they want people to use other affixes, first they need to remove a lot of them.

      One of the main point of an aRPG is looting, if you can’t figure out easily if a loot is an upgrade or not, you’ve done a shitty job with your game.