First: overall, I think the whole game is 90-95% there. It’s fun - mobs crunch satisfactorily, bosses require some effort, and loot - for the most part - doesn’t feel like too much of a grind. But there are a few things that I think could be improved to make LE the pinnacle of fantasy ARPGs.
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Keep working on improving the visuals for dangerous mob abilities and playability in general. Some telegraphed fatal attacks are almost invisible - e.g. Wengari Spires, Emperor of Corpses Soul Bomb when the Emperor is rotated facing away from the camera, Rayeh’s Void Hailstorm (or whatever it is) void bombs obscuring the ground as they drop around him so it is very difficult to see the indications where they land, etc. Some areas, like the Wengari Fortress, obscure the character entirely and clicking on the elements obscuring the character cause the character to sometimes run in directions opposite of what is clicked on-screen.
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Keep fixing major bugs. Players can still get into a stuck “forever portaling” state when portaling to another player in their party under certain conditions. Zone transitions are still sketchy in general - it’s not always easy to tell when a click for a zone transition has registered because the feedback for that is several seconds. Player clients can also get into a state where 80+% of the mobs in a zone are completely invisible to them (also in multiplayer), yet those invisible mobs still do damage to them.
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Balance, part 1: Some of the skill and passive trees have rich interactions between skills and damage types. For example, the Warlock skill tree for Cthonic Fissure and Chaos Bolt are pretty cool because of all of the ways the skills can change depending on choice of damage type and procs. Unfortunately, some of the skill and passive trees are downright pededstrian/boring; most of the Sentinel (with the exception of Void Knight) and Primalist trees fall into this category. Suggestion: make another pass across the passive and skill trees for the “pedestrian/boring” classes and improve them to make them as interesting as the other ones.
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Balance, part 2: This is not a call for ward nerfs! I have played mage and acolyte and both seem to be super-fun just the way they are. But melee classes currently do not excel at anything compared to playing a ranged build for several different reasons:
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90% of regular mob (non-boss) incoming damage is centered around the mob. Melee classes take the brunt of this damage. Diablo 2 solved this by making 50% of the mobs ranged attackers and adding some chaos to the targeting choices that all mobs made. Suggestion: add some chaos to the LE mob AI to stop them from swarming the first player they “see”. (This is a tough ask, though, because the AI also has to be “dumb” enough to attack the minions for pet classes. That AI balance is likely tough to achieve and would require several passes to get right.)
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Some boss fights force a 15-30% DPS downtime for melee classes in order to dodge large telegraphed attacks occurring in the immediate vicinity of the boss. Suggestion: revamp the melee skills so that they can “burst” over a short period of time to make up for that DPS loss.
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In conjunction with the first point about the locality of incoming damage, melee classes need to use gear with many different defensive stats lowering their overall DPS compared to ranged classes. Unfortunately I do not have a great suggestion for this, because the usual mechanic - Fortify - is already in the game as “Ward” and it’s exclusively used by the ranged classes (excluding weird builds using something like “Cleaver Solution”.) Allocating a specific skill (e.g. Rebuke) for this forces builds into cookie-cutter solutions, so that is also not a great idea. It seems to me that whatever the fix is it has to have the following properties:
*) It has to be baked into melee skills and usage of those melee skills. I think we can agree that Ward plays pretty well as it is and it wouldn’t serve anyone’s interests to see even more easy mitigation added to ranged builds. Additionally, the fix shouldn’t be available or should be diminished when nodes that transform melee skills into ranged skills are chosen.
*) It somehow has to enable the player to take much more incoming damage than the normal (2.5k - 5k) number shown in the health globe, either via damage reduction or an increase in health or … who knows what.
One suggestion might be to overload the Endurance & Endurance Threshold stats. Everything stays as-is for both stats but melee skill nodes or passive nodes that affect melee skills (when they are not transformed to ranged) could either significantly boost Endurance & Endurance Threshold or change the way they behave. Suggestions - please take these as brainstorming, as they are likely overpowered in ways I cannot see! It is not my intent to create overpowered builds, just to try to give ideas on ways melee can excel at something compared to ranged builds:
- Crit strike avoidance transforms into Endurance. Endurance >= 100% automatically avoids crit strikes.
- Crit strike damage reduction transforms into Endurance Threshold.
- When Endurance > 100% and Endurance Threshold > max health some portion of the incoming damage is significantly reduced or eliminated.
- Hits with melee attacks temporarily boost Endurance, Endurance Threshold, or both.