Hello there,
MBJ 89 here.
First of all - so happy to be here and see how this game is changing from the day I started till now. Devs are making so great work here
After 400 hours of masochist hc solo playing I ve come to some conclusions and hopefully someone will listen to me?
Btw, after playing so many hours I am happy to get a7 with my masochist characters. I remember when I started playing this mode and I was so thrilled when doing boss before mastery.
Sorcerer should have mastery with increasing elemental dmg instead of spell dmg. I am so big fan of dot builds and nearly all of my characters are being played this way. I would LOVE to see some support to fire/cold dot skills with sorcerer mastery. Also in sorcerer passive tree some of the passives should have nodes with elemental dmg instead of spell dmg. IMO it is good change that ll make much more choices when making your final build.
Unique crafting. Devs should think about making some boss/mono shard drops that can make unique crafting. It is very difficult to get perfect unique with max scaling. Maybe think about doing such thing - u can upgrade random stat that has some range for example - ignite chance from 50-100 % = u get unique with 60% ignite chance and you drop some shard that allow you to increase ignite chance to 100 % but at a price of destroying your item.
More shards for ward
% of ward retention
regenerate ward per second
leech % of dmg as ward
% of chance to stop decaying ward for exact time, like 3-5s ? That one is crazy but why not.
some ward that is used instead of mana for using skills/casting spells
Maybe it is not a lot of ideas but every thought that ll make this game better is a good one !
Thank you and see you on hc solo masochist mode !
Well I tried both fire and cold dot on sorcerer. Apparently mastery do nearly nothing to our playstyle. Only more mana. Hope guys ll do something about it.
The single biggest issue is that there is a lack of flat damage spell (cold, lightning) stats on items so the %'s do not scale with the passives. I use almost 2000% increased DoT and barely clear higher end stuff. The staff I use is 690% by itself, and its not enough due to the lack of flats to have the %'s increase.
Not sure about this… Unique items imo should come from boss/mini-boss/key events. Making our own sounds, meh.
Totally agree with, all the points are excellent and there are items to do that, its the itemization of the acceptable affixes.
Totally agree on suggestion #1, it will probably require some re-balance in either way to make sure it is not much easier to scale damage on a hit build but I wholeheartedly agree that some nodes on passive tree should be just elemental in nature.
As for uniques they just updated monos with timeline uniques and rarity/corruption finally influences the drops from bosses so I think they are in good spot and I’d rather have them tied to specific boss which you can farm than this crafting.
As for ward shards, again totally agreed. It would be more rewarding to build defences on spell characters, especially leach DMG as ward but have less ward retention (to make it somewhat even)