#1 - 2012/12/09 03:11:00 AMBetter gear doesn't solve the problem and here is proof:
Here is my optimal combination of equipment:
63k hit points (most demon hunters have less)
4,200 armor (most demon hunters have less)
682 resistance (most demon hunters have less)
649 life regen
2.8 life steal (steals over 5,000hp per hit, so getting life on hit is not practical with high dps)
Since reflects damage currently has the ability to deal millions of EHP within a couple seconds, it is undeniably the strongest source of damage in the game on any monster power. Telling players to get millions of EHP to survive killing themselves when they are already over-geared for the monster power they are playing on is unreasonable. One of these can easily bring balance to reflects damage (Only need one):
1.) Allow dexterity a chance to dodge ticks of reflect damage.
2.) Give all classes the "30% damage reduction" that melee's have to use against reflects damage
3.) Allow life steal to roll on something other than weapons.
4.) Cap reflects damage to do as much as standing in an arcane beam (Do you think it should hit harder than arcane beams?)
5.) Cap reflects damage to only come from 1 source or allow it to only be on 1 mob in the group at a time and not every mob in the group.
6.) Make reflects damage toggle on after a couple seconds of engaging a player.
7.) Cap the range of reflects damage so It won't hit you if you're 30 yards away.
8.) Cap reflects damage to do no more than XX% of the players health per second.
9.) Make reflects damage unable to hurt when the player is below 10% health and unable to do lethal damage.
10.) Make critical hits reflect the same amount of damage as a normal hit.
11.) Turn the damage reflected into a ball of energy that appears over the mobs head for 1 second (spirit bomb?!) then fires at the player allowing the player a chance to react and skill dodge
I thought of the last one while making the post and fell in love with it. I enjoy mechanics that promote skill vs inevitability.