The low dps builds have no substantial bonus from the ward mechanic. I would agree if the ward decay held the shield for… 10 seconds or so total that it would showcase a at least substantial amount to warrant the argument.
In the current - really lackluster - stage it does not though, and that should’ve been clear at first sight.
It would still feel awful (and that aspect is really important) but at least better then now.
Would still not do the job it’s supposed to do on the other hand, DR was a better system for that, all that was needed is to counter-math the %-reduction from DR and return it for the leech to the player. That would’ve been the whole solution to the situation.
Instead we got a even worse system.
They are seriously affected. Moot argument.
Raise the level of those builds to make them less affected.
Yes, 1.1 state.
Currently: failed mechanic.
Now general state:
What is it supposed to do? Hinder high DPS builds.
What shouldn’t it do? Hinder low dps builds.
What’s needed to achieve that? A system which influences a player more the higher the DPS are.
Does the system do that? No. So that’s the first design-stage failure. Meaning no matter how you ‘adjust’ it without adding additional subsidiary mechanics to support it… it can’t work. Impossibility.
Now my question is next: Is that a viable route to go? Putting the effort into making a non-working system into a working one which no other game on the market in the same genre needs currently and nonetheless handles a proper outcome?
My answer: No, unless it takes miniscule amounts of time investment from the devs.
The basic premise for the system is not functional, DR had a functional basic premise with edge-cases that caused issues.
That was a system which could’ve been ‘adjusted accordingly’, the current one not because it doesn’t follow the core rule of how different powered characters are affected by it.
You get less affected the higher your damage is, unless you do nigh zero currently… and all you do is reducing that amount with ward decay which then causes quicker kill-times for lower and high DPS players, but affects high dps players more then before…
…but then it fails entirely at the premise to make the boss ‘meaningful’ so it can showcase the skills once more.
It fails both directions. Tell me how you could even fix that without entirely changing it.
That’s just one of over a dozen examples.
Wraithlord alone is a single item messing it all up, no other interactions. It’s a ‘1 step deep’ build.
There’s ‘0 step deep’ builds which will cause the same problem, hence no interactions outside of the internal class + passive ones and you’re already done for. Falconer is a prime example (still now).
But in general… let’s see a list for builds which ‘break’ the game and go clearly quite a but above the 300 corruption:
Sorcerer has a myriad of options pushing vastly beyond 500 corruption, some over 1k without much investment.
Avalanche Shaman at least gets substantially high as well, 600-700 for many of those builds.
Forged Weapons Forge Guard is also a close to 1k candidate and needs nigh nothing for investment.
Spellblade goes also relatively swiftly into 500+ area.
We don’t need to even speak about falconer, that’s a obvious one.
Some more needed?
It’s too many.
As again ‘Outliers are fine, them being the norm is not’
Room is there when the priority is high.
High priority for EHG should currently be: Getting quality of 1.2 content into a great state.
Handling balance.
Getting MG and CoF (especially MG, where’s the promised mid-cycle UI changes? Are the coming 2 days before 1.2 or what?) handled properly.
The ward mechanic? That’s looooow on the bottom of the list compared to those and several more.
EHG needs to stop implementing unpolished badly thought through things and instead enforcing to provide a high quality and cohesive experience as a basis. Because that’s what’s missing in many places still.
The diamond which is LE is starting to be so rough it’s still coal.