I think I’m not alone here. When I think of modifiers I find these main problems:
Due to the abundance and magnitude of some damage modifiers, corruption quickly gets a seat back as the metric for your echo difficulty. A 200 corruption echo with several increased damage mods is much more dangerous than a 400 corruption with one or no damage mods.
There are too many high magnitude “increased damage” modifiers and these can quickly lead to cheap one-shots. Specially the “Enemies deal X% increased physical/void/elemental damage” you can easily reach a point you cannot deal one of those modifiers without risking one-shots.
Some modifiers with higher corruption go out of control, all modifiers should have some cap, or a at least soft cap. 230% increased Void damage, or 450% shred effect on enemies are too much to handle to most builds.
There’s some lack of variety in echo modifiers. I will propose some additional modifiers that could help make these modifiers more interesting.
These damage-related modifiers shouldn’t exist. Period:
Enemies deal X% Increased Damage
High health enemies deal X% increased damage
Rare enemies have X% increased health and damage
Enemies deal X% increased physical/void/elemental damage
I would add these instead, with much lower magnitudes:
Enemies have X% increased stun chance, stun duration and damage.
Enemies have X% increased attack speed, cast speed and damage.
Enemies deal X% increased physical/void/elemental damage and resistance (with much lower magnitude…).
Rare enemies have X% increased health and Y% increased damage. (Y would be of much lower magnitude than X)
On the other side, I think these are fine due to their low magnitude:
Enemies have X% increased movement speed and damage.
Enemies deal X% Increased Damage and Y% Increased critical chance.
I would also change these modifiers as they are free modifiers most of the time:
Enemies heal if they have not been damaged recently
→ Enemies heal X% of their health per second.
The original is basically a free modifier, due to how the game operates, and the proposed one would be a harder modifier for damage over time builds, witch have a far easier time compared to flat damage/crit builds already.
Rare enemies regenerate health
→ Rare enemies have X% increased health and regenerate health.
Rare enemies have X% increased cooldown recovery speed
→ Rare enemies have X% increased health and increased cooldown recovery speed.
Regeneration and less cooldowns alone are a very weak modifiers, if you add some extra health into the mix can make these modifiers a bit more challenging.
Also, here are some interesting modifiers to add into the mix:
Enemies have X% increased armour.
Enemies deal X% increased damage for 4 seconds each time they hit.
Enemies will take X% less damage for 4 seconds each time they are damaged.
Enemies have a X% chance to inflict critical vulnerability on hit (very small chance).
Enemies have a X% chance to freeze on hit (very small chance).
Enemies have a X% chance to ignore dodge on hit and deal X% Increased Damage.
Enemies deal X% Increased damage and a chance to poison on hit.
Enemies deal X% Increased damage and a chance to bleed on hit.
Enemies deal X% increased damage for each negative effect the player has.
Enemy packs will often have rare enemies.
Non-rare enemies are invulnerable if they have a rare enemy nearby.
Enemy packs will often have a [Insert nasty monster here] among them.
Players lose X% of their maximum health per second.
Players deal X% less damage if they have dealt damage recently.
Players have X% less leech and regeneration.
Players have X% less armour.
Lastly, about the a possible soft cap in all modifiers:
- Any increased damage related should have a 25%/33% soft cap.
- Any chance to deal an ailment should have either a 50% or 100% soft cap.
- Any increased health related should have a 33%/50% soft cap.