Buff loot from regular monsters (99% of loot is from rares) reduce enemy stumble distance on stun more sources of Flat damage Mobility options (not kneecapped like leap slam) bosses are too easy to gearcheck More frequent balance changes in EA Options to target farm gear upgrades/ crafting bases (improves ground loot) Bigger / different healthbars for magic/rare monsters Fast enemies should die fast inherent enemy attacks > random modifiers supp. links on character, not on gems (add trade value in other ways) Improve animation cancelling into moving/ attacking Player loss of control should only be from huge telegraphs Less persistent area denial (grounds, volatiles etc) skill windups are visually underwhelming and lack snappiness/ impact Less tedious,more deterministic atlas Add Guard Skills Buy uncut gems from vendor after completing milestones Hyper Armor for slow skills (DR/Guard and stun resist) Map mini- bosses for completion (instead of all rares) martial weapons should be able to block Counter- attack Skills Methodical combat ≠ slow. It = predicting enemy actions and planning your own Dedicated Dodge Skill gem slot and alternative dodge gems Scrap/ disenchant/ sell/ from one window Buff loot from regular monsters (99% of loot is from rares) reduce enemy stumble distance on stun more sources of Flat damage Mobility options (not kneecapped like leap slam) bosses are too easy to gearcheck More frequent balance changes in EA Options to target farm gear upgrades/ crafting bases (improves ground loot) Bigger / different healthbars for magic/rare monsters Fast enemies should die fast inherent enemy attacks > random modifiers supp. links on character, not on gems (add trade value in other ways) Improve animation cancelling into moving/ attacking Player loss of control should only be from huge telegraphs Less persistent area denial (grounds, volatiles etc) skill windups are visually underwhelming and lack snappiness/ impact Less tedious,more deterministic atlas Add Guard Skills Buy uncut gems from vendor after completing milestones Hyper Armor for slow skills (DR/Guard and stun resist) Map mini- bosses for completion (instead of all rares) martial weapons should be able to block Counter- attack Skills Methodical combat ≠ slow. It = predicting enemy actions and planning your own Dedicated Dodge Skill gem slot and alternative dodge gems Scrap/ disenchant/ sell/ from one window
(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.
Buff loot from regular monsters (99% of loot is from rares)
reduce enemy stumble distance on stun
more sources of Flat damage
Mobility options (not kneecapped like
leap slam)
bosses are too easy to gearcheck
More frequent balance changes in EA
Options to
target farm
gear upgrades/
crafting bases (improves ground loot)
Bigger / different healthbars for magic/rare monsters
Fast enemies should die fast
inherent enemy attacks > random modifiers
supp. links on character, not on gems (add trade value in other ways)
Improve
animation cancelling into moving/
attacking
Player loss of control should only be from huge telegraphs
Less
persistent
area denial
(grounds, volatiles etc)
skill windups
are visually underwhelming
and lack snappiness/
impact
Less tedious,more deterministic atlas
Add
Guard Skills
Buy uncut gems from vendor after completing milestones
Hyper Armor for slow skills (DR/Guard and stun resist)
Map mini-bosses for completion (instead of all rares)
martial weapons should be able to block
Counter-
attack Skills
Methodical combat ≠ slow.
It = predicting enemy actions and planning your own
Dedicated Dodge Skill gem slot and alternative dodge gems
Scrap/
disenchant/
sell/
from one window