The build paths are interesting to look at and imagine but hard to be enjoyed as all mobs die way to quickly.
i would like to see a nerf in base skill damage with more emphasis on +skill dmg nodes.
As of now the player has access to easily to both damage / atk spd / and defensive buff (via nodes). I would like to be forced to choose atk vs defence vs other (atk spd) buffs.
higher mob resistances to force users to have alternative skill elements. To add to this battle situations where each fight requires the use of multiple elements. perhaps add ‘absorb’ and/or ‘reflect’ to mob stats.
would be nice to have a higher difficulty setting or option to buff mobs with rewards.
lower movement speed in general and even moreso for armor (vs dodge) equipment. ie add a movement penalty on defence focused pieces. it is way to easy to dodge / kite mobs and bosses.
lower health in general. force the user to invest into defensive ability nodes. interesting idea would be to increase damage taken when more then x mobs are attacking you at the same time (melee) or behind you (take more damage when running away)
please add skill tree for dodge skill or alternatively have skills for dodge scattered throughout other skill nodes
lower bow damage! via atk speed nerf and/or range
would be interesting to have ‘skill books’ (and even specific skill node books) to upgrade skills
(and even force user to either upgrade the character tree vs skills trees)
and/or nerf mana regen. make mana leech a valuable trait and limit the frequency of skill use
nerf health regen… make life leech valuable
nerf attack rating and force user to invest in DEX (melee / range)
nerf cast speed and force user to invest in … (magic)
nerf dodge (distance/frequency/add MANA consumption/maybe add cooldown time on skills after use… which can be later upgraded through its skill tree or other skills tree nodes)
please add more interesting mob behavior… running away / regrouping… kamikaze mobs… specialized status effect mobs… mobs with channeling or charge abilities.
more mob skills… force the user to move / dodge vs stand and use skills… more mob skills that silence skills (use certain skills) / restrict movement (slow or stop movement or can’t dodge) / other status effects (ie. can’t regen)… force user to invest into cc resist
mob abilities that ‘linger’… ie on death leaves xxx (slows that stack or stun after x stacks)… ie on death buffs other mobs
harsher dealth penalties (ie durability / item breaking/ dropping of inventory or even equipment!)… and a use for gold throughout the game
more on durability / item breaking… limit the repair availability on top. example lower durability after repair or needs certain items to repair or sacrifice (equal) item type/level/rarity to repair. force users to plan out future development and have use for other equipment. force user to maybe adjust their play style / abilities as the game progresses.