damage, 7 different damage elements which only differ by skill colour. Why have so many different types?
Each one is tied to one or more ailments (like ignite or chill) that give some extra meaning. Additionally, there is always the mechanic devs can use so that some enemies may take reduced damage from a specific element. Also, if you only have 2 elements then it gets visually boring and getting 5% fire resistance isn’t nearly as exciting as getting 35% fire resistance (since you would need to maintain a relative amount of effort for resistance stacking).
defences, dodge/block/glancing blow are RNG-based, armour/resists are both deterministic, why have multiple options for each RNG/deterministic? And, why have affixes that do the same thing? Flat/% hp, both add hp, one of them could be removed, same for flat/% dodge or flat/% armour.
Dodge is binary, thus arguably the antithesis of deterministic. Since you can have multiple layers of defense, mixing RNG and deterministic can add excitement without you being 1-shot. I will agree with you that flat and % modifiers are redundant UNLESS flat modifiers are adding to a base that is then modified by % modifiers. I haven’t finished reading all of the mechanics for the game yet so I am still unsure how that works.
skills, the Sentinel alone has 5 different melee skills that all masteries can access (+1 locked behind each mastery), surely they’re all “very same-y & redundant”? Why not simplify it down to 1 melee & 1 spell? That would definitely be the way to go IMO… All other classes are similar in that regard.
I was playing around with Dammitt’s character builder and noticed that the sentinal has way too many abilities that do the same thing. This is particularly true of the void knight class that basically forces you into a hybrid or spell-based build from what I could tell. I tried making a void knight with an aoe physical attack, strong single-target physical attack, a defensive skill, a utility skill, and a skill that will help with mana. I found a staggering lack of options for single-target melee attacks (throwing didn’t appeal to me or function well with this build) and mana management despite having access to so many skills between the base class and the master class. I am definitely up for making changes so that distinct builds work for single-target, aoe, physical, magical, and hybrid builds.
Regarding the changes to the crafting, it seems mostly positive. However, the odds (1-15) on an item that has 30 forging potential does not feel deterministic AT ALL. You could get 2 crafts or 30 crafts. That is a STAGGERING disparity. I would personally like to have some relative idea of how many crafts I will be able to attempt in order to accurately devise a strategy for crafting each item. If it were 5-8 then I would know that at max I have 6 crafts and at minimum I have 4. Something with a bit less extreme RNG would make things easier to plan for and adjust. In my humble opinion, there are already plenty of RNG variables to account for (namely type and value of affix) - so having wild RNG on how much we can modify is too much. Why bother adding an affix when you still need to upgrade other ones? It would just push me to do far less general crafting while I become super picky about having amazing items to craft on.
Also, for those that mentioned that Gambler - with the issue I just mentioned, if I wanted to craft endgame gear then I would 100% use the gambler EVEN WITH a 25%-50% penalty to forging potential because that could STILL give me 10 more rolls on an item type and effectively allow for a brute-force crafting method. Using the Gambler would be the superior option at least 90% of the time.