Though the crusader thorns build was very initiative, I thought that this build is kinda OP because the player don't need to control the character seriously. In the movie, even thorned elites were killed by thorns damage: I thought this would destroy the other builds, but it seems that redesigning the thorns damage
Actually, thorns option was always 'OP or waste': But it was quite useful in D2, for necro, using Bramble runeword armor to mercenary, while spamming lots of skeleton. Because of low armor/resistance of skeletons, monsters got quite a large damage, comparable to that of skeletons itself. At that time, thorns damage given by the aura was proportional to the given damage.
Enlightened by this, I suggest an idea: About engineering on thorns option.
>>Thorns damage proportional to the damage on hp, multiplied by the item option (Like Mantra of retribution)
In this way, stony character would be solid against the enemy, but cannot deal much thorns damage. Instead, marshmallows can deal much thorns damage by losing his life points a lot. Since regaining life in battle has become much harder in ros, players should find a compromise between their survivability and thorns damage capability.
Balancing this system would be much easier than the previous one, but there will be the limitation that getting hit - dealing as thorns - getting health globe cycle should not be infinite. If this cycle becomes infinite, one can see the banelings in the world of sanctuary
Honestly? I'm perfectly fine with that crusader thorns build being OP, in fact id opt for it to be even stronger because the fact is to get that build to work it needs the right item in every slot, hes basically full best in slot for that build. That's how a diablo game should work, difficult at first but once uve got everything and ure 100% geared for ure build you steamroll the game, it should take a long time before your at the point where you have that level of gear on every slot but that point should exist.
I don't want thorns to become a competitive stat, I like there being stats which are basically pointless unless you build this one certain way and suddenly it becomes OP, having crazy build options like that is what makes a game more fun.
Fitsu// This build cannot deal much damage at torment VI currently, I guess: Because the damage dealt by thorns is determined based on the thorns point(~5000) on item.
I was imagining the system that can work not only in n00b difficulty, but also in the end of torment without much difference. The major point determining OP is that whether the cycle [kill the enemy with thorns only -> regain life by health globe -> kill again....] is stable or not. I thought that this cycle should be unstable in principle, but it can be made as quasi-stable: stable if one control the character to some extent: I'm still negative on really stable cycle. Balancing should be very careful for this purpose.
Thanks for your reply.
Honestly? I'm perfectly fine with that crusader thorns build being OP, in fact id opt for it to be even stronger because the fact is to get that build to work it needs the right item in every slot, hes basically full best in slot for that build. That's how a diablo game should work, difficult at first but once uve got everything and ure 100% geared for ure build you steamroll the game, it should take a long time before your at the point where you have that level of gear on every slot but that point should exist.
I don't want thorns to become a competitive stat, I like there being stats which are basically pointless unless you build this one certain way and suddenly it becomes OP, having crazy build options like that is what makes a game more fun.
What he said. The more niche builds that require a specific hard to achieve set of gear the more interesting the game will become.
It's not OP that you can kill monsters by standing still doing nothing, because nobody is actually going to do that in practice. They'll be using their attacks to kill them faster - there's no reason not to do that(one of the legendaries actually adds your Thorns damage to your attacks).
Now if it turns out that the combined thorns damage + attack damage makes this way better than any other build, then it will be nerfed somehow. The answer still wouldn't be to nerf Thorns damage though, it's those legendaries that make it possible.
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Actually, thorns option was always 'OP or waste': But it was quite useful in D2, for necro, using Bramble runeword armor to mercenary, while spamming lots of skeleton. Because of low armor/resistance of skeletons, monsters got quite a large damage, comparable to that of skeletons itself. At that time, thorns damage given by the aura was proportional to the given damage.
Enlightened by this, I suggest an idea: About engineering on thorns option.
>>Thorns damage proportional to the damage on hp, multiplied by the item option (Like Mantra of retribution)
In this way, stony character would be solid against the enemy, but cannot deal much thorns damage. Instead, marshmallows can deal much thorns damage by losing his life points a lot. Since regaining life in battle has become much harder in ros, players should find a compromise between their survivability and thorns damage capability.
Balancing this system would be much easier than the previous one, but there will be the limitation that getting hit - dealing as thorns - getting health globe cycle should not be infinite. If this cycle becomes infinite, one can see the banelings in the world of sanctuary
Any other good ideas?
I don't want thorns to become a competitive stat, I like there being stats which are basically pointless unless you build this one certain way and suddenly it becomes OP, having crazy build options like that is what makes a game more fun.
I was imagining the system that can work not only in n00b difficulty, but also in the end of torment without much difference. The major point determining OP is that whether the cycle [kill the enemy with thorns only -> regain life by health globe -> kill again....] is stable or not. I thought that this cycle should be unstable in principle, but it can be made as quasi-stable: stable if one control the character to some extent: I'm still negative on really stable cycle. Balancing should be very careful for this purpose.
Thanks for your reply.
What he said. The more niche builds that require a specific hard to achieve set of gear the more interesting the game will become.
Now if it turns out that the combined thorns damage + attack damage makes this way better than any other build, then it will be nerfed somehow. The answer still wouldn't be to nerf Thorns damage though, it's those legendaries that make it possible.