Edit 1: Making some statements more clear and adding the suggestion to have a central NPC for the bazar
Edit 2: Adding suggestions to Shaman and Druid.
Why am I making this post?
First of all, I’m Brazilian and English is my third language so sorry if something wasn’t clear, just ask me and i will try to rephrase it.
Who am I?: I’m a web developer addict to games, not one type, but every type of game, and my dream is to enter the world of game development but since i live in a third world country i’m unable to easily enter the market, and until them i want to analyse every game i play, and since i love this game since i play it at the 1.0 launch i see where i could put me passion and maybe help the devs to make the game even better.
Why?: I love making build and testing then, for me this is 75% the fun of arpgs, but since i start playing LE i see that somethings need some love and attention, and i thought to my self “why i don’t take some dozens of hours of my life to say what i think should be done in this game” , like any health gamer should do (joking, i’m kinda insane to be doing it).
How?: I already have at least 50 hours with each mastery, suming 500 hours of gameplay since 1.0, so i decide to see each skill on each mastery to see what i see lacking, it wont be done when i first post it BUT i will keep updating it Mastery by Mastery until i have covered every part of the game, from General Balancing like resistances to Classes and Items, maybe even suggesting new items.
General Balancing and Concept of the Game
When playing with other people some effects like the rage on kill from the werebear form won’t give your rage when you have dealt most of the damage but your friend was luck to get the last hit, because of that i suggest change any “on kill” effects to “on kill participation”
- Any “on kill” effect change to “on kill participation”
Most builds aren’t able to clear the empowered monoliths without dying a lot of times or spending hours farming to get a better gear on normal monoliths, the jump of damage from normal Monoliths to Empowered ones is big, certain people struggle to jump to the normal monoliths above level 80. This have some reasons but the main one is that the defenses are REALLY unbalanced, with 1.1 you guys step on the right direction nerfing high generating ward BUT the update lack any bit change to make other defenses good, so these changes are about making the late of late-game more accessible for any build.
When it comes about the factions i need to say you guys kinda miss the mark, i know that you guys wanted to give the choice to trade items or drop them by yourself BUT it has some problems, you can’t give the option to level the faction by spending favor, doing so makes the trade faction really OP because everyone will want to Announce items for a REALLY cheap price just to level it faster. So i have these suggestions
- Make the factions work together on the same character but make the character only be able to farm one favor per time.
- Make the market levels only reduce a “tax” that is applied to all items that are being selled and make the “tax” the the minimum price for items. Also remove the option to level a faction with favor, only by exp.
Speaking about trade, i think the system need some changes, mainly the selling part, when someone try to sell a item, it should should the average price of that item on the market, doing it will help the player to stabilize the price and see what is the really value of that item. Also it would be good to have a central NPC to access all the markets.
Class Balancing/Reworking
=-=-= Primalist =-=-=
There isn’t any problem in my opinion with the Core Skills from the Primalist, the main problem is how his skills interact with his Mastery’s skills. So i will be suggesting some heavy changes inside the Masteries.
=-=-= Beast Master =-=-=
This Subclasse seems a lot lackluster compared to the others Primalist’s specializations or Necromancer, while necro about getting one type of minion and helping it stay doing damage, the Beast Master doesn’t seen to have tools for keep one type of minion as strong as the Necromancer. So my suggestion is made the companions your “Pack”, doing so makes the Companions have the option to buff the “Pack”(each other) with each Companion having a main theme to help the “Pack”. With that change i think the Beast Master will the be favorite class for those that want to really build your own specialized “little army”.
- Wolf -
Pack Theme: With this Companion i suggest adding nodes that increase Companions speed, both attack, casting and moviment.
Skill Synergy: This Companion already has direct synergy with Gathering Storm`s Storm Bolt but it still lackluster since the change to it to happen still too low compare to other methods to create Storm Bolt(Werebear Form and Storm Totem are the main ones). My following suggestions is to make the wolf more synergistic and allow more build to be created.
Stormborn
- Moved to be unlocked after Storm Caller’s Reprisal
- Increased Storm Bolt Relation Chance from 5% → 10%
- Increased Storm Bolt On Hit from 2% → 5%
Storm Caller Reprisal
- Removed Storm Bolt Relation Chance
- Added “Your wolf gain the ability to use Gathering Storm, with 3 second cooldown. Gathering Storm cast by your Wolves are affected by your Gathering Storm tree and scale with your minion damage. Any Storm Bolt created by Storm Stack from your wolves are considered their damage and do not scale with your damage, but scale with minion damage”
Cloud Runners
- Changed “Lightning Damage” to “Increased damage to Storm Bolts and Gathering Storm cast by your wolves”
Storm Jaws
- Changed “Melee Lightning damage” to “Damage to Storm Bolts and Gathering Storm cast by your wolves”
New “Pack” Node Close to the Center
- Max 5 Point
- Increase Companion Attack Speed: +8% per Point
- Increase Companion Cast Speed: +4% per Point
- Increase Companion Speed: +2% per Point
- Fury Leap -
I suggest just changing one node from this skill(for Beast Master), the Pack Leader, it doesn’t make sense to put yourself in danger when most(if not all) your companions will be melee, also it doesn’t affect the bear and the scorpion
Pack Leader
- Changed “Wolf, Sabertooth and Raptor” to “All”
- Added “When your companions move to melee attack a target they instead use Fury Leap in the target location, this can only occur when your Fury Leap is on cooldown. This Fury Leap will scale from nodes from this tree but only with 10% effectiveness.”
- Swipe -
For some reason the balancing team choose to only some skill to affect certain Companions, this make the possible builds limited, which i think isn’t something inside the concept of a game like this( with a ton of possible builds)
Sabertooth’s Endurance
- Changed “Sabertooth” to “All Companions”
- Eterra’s Blessing-
Again the same situation as Swipe but with two nodes, i can understand the Caustic Renewal, since the Scorpion is the only Companion to apply poison, but it won’t be a problem to apply to all your Companions and MAYBE someone could create a build that can really fun with it.
Symbiosis
- Changed “Sabertooth or Raptor” to “All”
Caustic Renewal
- Changed “Scorpion” to “All”
- Warcry-
Same as the skills before, only affecting some Companions is hurting the Beast Master since it limit this class that only have companions and totens as skills.
Bloodthirst
- Changed “Raptor and Bear” to “All Companions”
- Storm Crows -
Pack Theme: With this Companion i suggest adding nodes that increase elemental damage and cast speed for your Companions
Skill Synergy: This Companion has no direct synergy with any skill, so my suggestion is to a add skill when the Crows use Crowstorm. Also i do suggest add the possibility to your Companions to cast a Tempest(From Tempest Strike) of the matching damage Type.
New “Skill Synergy” Node
- Max 4 Point
- Your crows have a chance to summon a Thorn Totem instead of dealing damage in area with Crowstorm. Only one Totem can exist when created this way. The Totem scales with nodes from this tree and from Summon Thorn Totem skill tree. The Totem damage will be converted to the damage that your Storm Crows would deal with Crowstorm.
- Increase chance to Summon Thorn Totem: +25% per point
New “Pack” Node Close to the Center
- Max 3 Point
- Increase Companion Cast Speed: +15% per Point
- Increase Companion Elemental Damage: +20% per Point
New “Pack” Node After the other “Pack” Node
- Necessary 3 points in the node before
- Max 4 Point:
- Chance to Companion to cast Tempest on Hit: +25% per Point. This Tempest scales with the nodes from Tempest Strike Tree, the Tempest casted is from the matching damage Type.
- Bear -
Possible New Nodes: I don’t know how you guys let it pass, but why there isn’t a “polar bear” node and maybe even a “panda” node, that transform the damage to cold and that removes the attack from the bear and make it really tanky respectivility.
Pack Theme: With this Companion i suggest adding nodes that increase Health, Regen and Resistance for your Companions
Skill Synergy: This Companion already has a good synergy with Swipe but i still think that the most “compatible” and logical skill to work with the bear is Warcry when he uses his roar.
New “Pack” Node Close to the Center
- Max 3 Point
- Increase Companion Health: +50% per Point
New “Pack” Node After the other “Pack” Node
- Max 2 Point
- Necessary 1 points in the node before
- Increase Companion Health regen based on their max health: +2,5% of their Max Health add as Regen per Point
New “Pack” Node After the first “Pack” Node
- Max 5 Point
- Necessary 3 points in the node before
- Increase your Companion Resistances: +15% to All Resistances per Point
New “Skill Synergy” Node
- Max 1 Point
- Your Bear Roar is replaced with Warcry. This skill scale with the nodes from your Warcry skill tree.
New “Polar Bear” Node
- Max 1 Point
- Your Bear damage is converted to cold.
New “Panda” Node
- Max 1 Point
- Your Bear can’t attack anymore.
- Your Bear lost 15% of his moviment.
- Your Bear gains 50% more size and threat.
- Your Bear gains 100% more health and health regen.
- Scorpion -
Pack Theme: With this Companion i suggest adding nodes that increase Ailments Frequency , and MAYBE a node for babies, for your Companions
Skill Synergy: This Companion currently doesn’t have a direct synergy with any skill so my suggestion is to add the possibility to replace Venom Nova with Serpent Strike since it can be considered a scorpion sting.
New “Pack” Node Close to the Center
- Max 4 Point
- Increase Companion Ailments Frequency from all sources: +25% per Point
New “Pack” Node After the other “Pack” Node
- Max 3 Point
- Necessary 2 points in the node before
- Your Companions start to spawn a number of Baby versions from themselves every 10 seconds. Babies have unlimited duration but can be killed.
- Maximum Baby per Companion: 1 per point
New “Skill Synergy” Node
- Max 1 Point
- Your Scorpion Poison Nova is replaced with Serpent Strike. This skill scale with the nodes from your Warcry skill tree.
- Frenzy Totem -
The main problem with this totem is the lack of synergy with other ways to have Frenzy, so i suggest instead of being a Frenzy generator make it a “Rage” generator, which will give the same effects has frenzy but it still be able to stack with Frenzy for a bigger effect.
- Sabertooth -
Pack Theme: With this Companion i suggest adding nodes that increase Critical Chance, Critical Damage and Damage Leeched for your Companions
Skill Synergy: This Companion currently doesn’t have a direct synergy with any skill and also it is in poor stage right now so my suggestion is to add synergy with Swipe and Maelstrom.
New “Pack” Node Close to the Center
- Max 2 Point
- Companion Damage Leeched as Health : +2,5% per Point
New “Pack” Node After the other “Pack” Node
- Max 4 Point
- Companion Base Critical Change: +1% per point
- Companion Base Critical Damage: +10% per point
New “Skill Synergy” Node
- Max 1 Point
- Flurry Swipes now deal a Final Strike at the end. The strike scale with nodes from the Swipe skill tree. This can only happen once every second.
New “Skill Synergy” Node
- Max 4 Point
- Chance to give you a Maelstrom Stack on hit: +12,5% per Point
- While you have a Maelstrom Stack your Sabertooth will have a Stack of Maelstrom, Maelstrom in your Sabertooth have 200% increase area.
- Raptor -
Pack Theme: With this Companion i suggest adding nodes that increase Damage for your Companions
Skill Synergy: This Companion currently doesn’t have a direct synergy with any skill and since it is the Mastery Skill from the Beast Master i think it should have something really special.
New “Pack” Node Close to the Center
- Max 4 Point
- Companion Damage: +15% per Point
New “Skill Synergy” Node
- Max 1 Point
- After Adaptation Node
- While your Raptor is Evolved its attacks are replaced with Tempest Strike but each time it attack it consumes 20% of the Tempest Strike Mana cost as Mana or Rage.
New “Skill Synergy” Node
- Max 1 Point
- After Adaptation Node
- You can only Summon Raptors
- While your Raptor is Evolved and uses Rampage he will also use a Random Companion Skill From your Action Bar. The Companion Skill will scale with the Companion Skill Tree.
- Any Specific Companion Bonuses also are applied to your raptor with only 25% effectiveness.
- Any General Companion Bonuses also are applied to your raptor with 150% effectiveness.
=-=-= Shaman =-=-=
Since the last Cycle this Mastery is doing great with the new version of Avalanche, but it still need a new skill and some synergy with other skills.
- Volcano (New Skill) -
This should be a new AOE skill that summons a volcano in the area dealing damage to every enemy inside it, also it should have by default or by a node allow it to spit volcanic boulders. This skill should have some synergy with Tornado, Earthquake and Avalanche since it can really make this events happen in real life.
- Fury Leap -
This skill could help creating new build by adding the possibility to create Earthquakes when you land.
New “Earthquake” Node
- Max 1 Point
- When you Leap you cast Earthquake when you land, the amount of aftershocks depend on the distance of the leap.
=-=-= Druid =-=-=
This Mastery is the best in my opinion BUT it lacks Synergy since 3 skills from this mastery are transformation.
One of my main suggestion is to change the Mastery Skill of this sub from Werebear Form to Summon Spriggan, the reasons are, since the theme of the Mastery is Druid (someone who control the nature is more thematic to summon the representation of the nature), the second reason is EVERYONE LOVES BIG BEAR, not kidding the werebear form is ideal for almost every Mastery for Primalist and most of people loves to transform into a bear so my suggestion is to replace their places, i REALLY think that this change will the welcomed by everyone
When it is about the transformations i believe that we need some new nodes that allow the cross transformation to work better, when swapping between one transformation to another it feels like a waste of skill since most of the transformation doesn’t use the same skill synergies and type of damage, since i don’t want to do a full rework of all the transformations skills i will suggest to add new node that allow a transformation’s skill to work with the nodes from the other transformation.
- Spriggan Form -
Following the synergy idea from before i suggest adding two new nodes after the transformations nodes.
New “Swarmblade Form” Node
- Max 1 Point
- After “Blades of the Forest” Node
- Hives summoned will be infested by Vines. Hives will attack targets like Vines and will be counted as one. Any Locusts Spawned by them will receive the same benefits as Vines.
New “Swarmblade Form” Node
- Max 3 Point
- After “Blades of the Forest” Node
- When Diving in Swarmblade Form you will shot tree Spirit Thorns in a cone in from of you.
- +2 Spirit Thorns for each point after the first.
New “Swarmblade Form” Node
- Max 1 Point
- After “Blades of the Forest” Node
- While under the effects from Locust Swarm you will be also under the effects of Thorn Shield.
New “Werebear Form” Node
- Max 1 Point
- After “Roar of the Woodland” Node
- While in Werebear Form your roar will give you and any allies close in range Thorn Shield.
New “Werebear Form” Node
- Max 1 Point
- After “Roar of the Woodland” Node
- While Rampaging you will summon Vines around you. This Vines will also be affect by any nodes that affect your Rampange.
New “Werebear Form” Node
- Max 1 Point
- After “Roar of the Woodland” Node
- When using Maul in Werebear Form you will throw Spirit Thorns around you.
- Swarmblade Form -
Just like the Spriggan Form i will suggest adding cross transformation synergy but i will also suggest add some synergy with the Dive Skill since it is lacking right now.
New “Skill Synergy” Node
- Max 1 Point
- You Dive skill is replace with Tempest Dive, it will now be a melee combo skill that are considered the Cold Strike, Physical Strike and Lightning Strike from Tempest Strike, the skill will have 0 cooldown between it’s combos but it will enter into cooldown when you finish the combo.
New “Spriggan Form” Node
- Max 1 Point
- After “Swarmkeeper’s Call” Node
- Your Healing Totens will summon Locusts while you are in Spriggan Form. Each Healing Totem can only have 3 Locusts summoned at the same time.
New “Spriggan Form” Node
- Max 1 Point
- After “Swarmkeeper’s Call” Node
- When using Spirit Thorns you will summon a Locusts of the Thorns hit the target. Locusts summoned this way only have 25% of the stats, have decaying life and can’t move.
New “Spriggan Form” Node
- Max 1 Point
- After “Swarmkeeper’s Call” Node
- Thorn Shield’s Burst will be affect by nodes that affect Armblade Slash.
New “Werebear Form” Node
- Max 1 Point
- After “Swarm’s Fury” Node
- While in Werebear Form your Swipe will be affect by nodes that affect Armblade Slash .
New “Werebear Form” Node
- Max 1 Point
- After “Swarm’s Fury” Node
- While in Werebear Form your Maul will be affect by nodes that affect Dive.
New “Werebear Form” Node
- Max 1 Point
- After “Swarm’s Fury” Node
- While in Werebear Form your Roar will summon the Locusts equal the max amount you can have. This can’t exceed you max amount.
New “Werebear Form” Node
- Max 1 Point
- After “Swarm’s Fury” Node
- When you start rampaging while in Werebear Form you will consume all Locusts alive to cast Locust Swarm just like when using Swarm Strike.
- Werebear Form -
Just like the Spriggan and Swarmblade Form i will suggest adding cross transformation synergy.
I also suggest adding some thematic nodes for having a single companion. YOGI BEAR VIBES
New Companion Node
- Max 5 Point
- Your companions can only move close to you and attack enemies close to your.
- All healing that affect you or your companions now also affect you and all your companions.
- Companion Damage: 10% per point
- Companion Health: 20% per point
- Companion Threat Generated: 25% per point
New “Spriggan Form” Node
- Max 1 Point
- After “Voice if the Thicket” Node
- When you cast Thorn Shield you will also cast Roar while in Spriggan Form.
New “Spriggan Form” Node
- Max 1 Point
- After “Voice if the Thicket” Node
- While in Spriggan Form your Healing totens will thrown themselves against enemies causing damage against the first enemy hit, this will cause damage equal to your Rampange and will be affected by nodes that affect it. This has a 2 second cooldown.
New “Spriggan Form” Node
- Max 1 Point
- After “Voice if the Thicket” Node
- While in Spriggan Form your Vines will be affected by any node that affect Swipes.
New “Swarmblade Form” Node
- Max 1 Point
- After “Barrage of the Swarm” Node
- While in Swarmblade Form your Dive will be affected by any node that affect Maul and/or Rampage.
New “Swarmblade Form” Node
- Max 1 Point
- After “Barrage of the Swarm” Node
- While in Swarmblade Form your Swarm Strike will cast Roar if it consumes at least 8 Locusts.
New “Swarmblade Form” Node
- Max 1 Point
- After “Barrage of the Swarm” Node
- While in Swarmblade Form your Armblade Slash will be affected by any node that affect Swipe.
- Tempest Strike -
Most noone uses this skill while transformed, so my suggestion is to increase the rage consumption when cast it but also make it 100% chance.
Druid’s Call
- Change chance from 5% per point to 25% per point.
- Extra Rage Consumption + 2 per point.
- Mana Consumption from 75% to 150%.
=-=-= Mage(WIP) =-=-=
=-=-= Sorcerer(WIP) =-=-=
=-=-= Spellblade(WIP) =-=-=
=-=-= Runemaster(WIP) =-=-=
=-=-= Sentinel(WIP) =-=-=
=-=-= Void Knight(WIP) =-=-=
=-=-= Forge Guard(WIP) =-=-=
=-=-= Paladin(WIP) =-=-=
=-=-= Acolyte(WIP) =-=-=
=-=-= Necromancer(WIP) =-=-=
=-=-= Lich(WIP) =-=-=
=-=-= Warlock(WIP) =-=-=
=-=-= Rogue(WIP) =-=-=
=-=-= Bladedancer(WIP) =-=-=
=-=-= Marksman(WIP) =-=-=
=-=-= Falconer(WIP) =-=-=
Extras
I ask for all Brazilians, please reduce a little the price of the game to brazil, 80 reais would already help, and please reduce the price of the skins, most brazilians can’t but the skins already on the game, a good price would be 50 reais for 200 epoch points, 25 to 100 points, 12 to 50 points, and each supporter pack shouldn’t to past 100 reais. If you guys want i can give you a complete explanation about how economics from Brazil works but i can already say, here EVERYTHING is expensive and he don’t gain much.
If you are a developer from Eleventh Hour Games i need to say, it is too much to ask but i’m a big fan of what you guys did, creating a game studio from nothing without a background knowledge to create games and ending up creating this great game, so i ask and again i know this is too much but if possible i would love to someday work in your studio to reach my dream about entering the gaming development market as a designer, so if you guys could give me a change i promise that i would give 200% of what i have even if it isn’t a lot.