![]() In that case however, the slow barb or druid who can't avoid the missiles shouldn't be punished for not being able to evade them since they were scaled to be avoided by a player who can literally teleport. For a boss to feel scary, the boss probably needs to be able to kill the player in let's say two hits with his tracking missiles. Let's say that a player is ultra-evasive. It becomes more and more difficult to balance as the mobility gap between players widens. Remove cooldowns, replace that balance mechanic with superior balance mechanics like -Cast speed, and resource cost. We don’t need to chain the player down with cooldowns to balance the game. Leap slam allows you to rip through maps, shield charge, flame dash, etc. POE is the easiest example that mobility can be balanced without cooldowns, and be diverse. Even lore wise it makes sense that the most fragile character needs a high mobility skill to evade danger, but thats besides the point. ![]() Now, complete demonization of the skill has made people want cooldowns on it, and now its essentially a boring useless skill. Teleport into packs, one shot them with a juicy fireball, get through the dungeons quickly as long as you had the mana, and cast speed to compensate. It isn’t an overpowered ability, and endgame teleporting felt amazing. If the other classes had access to similar, but different skills, that were only insane in the endgame like teleport was, then this wouldn’t be an issue. And therefore, Enigma was a needed item on other classes. The only reason it was “overpowered” is because Sorc had complete domain over teleport, the only good mobility skill. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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