[Discussion] Ranged Passive Tree #182
Replies: 5 comments
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% Chance to Pierce is doable, depending on the specific implementation you'd be looking for. Easiest thing to do is to have a chance to increase a projectile's I don't know how I feel about Ranged being given % Dodge chance. It's kinda the most rogue-ish class in the game I guess, but it's also by far the longest range and most powerful already. I'd give that to Melee since it'd be up close and want to dodge more often. Burst of Speed is nigh useless as Hermes Boots more or less cap out your speed and anything more barely does anything. It'd be nice earlygame, but past that it'd be pretty much completely outdated. Ammo Reduction would be a really nice passive, as long as it's not too high - upwards of 15% would be super nice but not remove the entirety of ammo as a resource. This could also be reworked into a much stronger skill if desired. |
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Oh, I missed this - Flat # Added Damage is completely broken. Very quick weapons quickly become significantly stronger and very slow weapons see almost no benefit. |
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Seeing as we will only have a single tree based on the vote, we do not need to worry about "What class gets what passives" but rather just the placement of them on the tree. |
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Ah, right. Still, flat damage is incredibly powerful and I'd be wary of that. This project is unlikely to be even close to vanilla's balancing, so I might just be too used to that context, but it quickly gets out of hand with flat damage. |
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Flat damage is a VERY VERY overpowered stat in ARPGs across the board so absolutely something to be wary of. It gets VERY wild. https://www.poewiki.net/wiki/Damage |
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We need to come up with a skill tree for the ranged class
A few things that come to mind as generic passives are
A few skills that come to mind initially are
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