Improve animation cancelling into moving/ attacking Less tedious,more deterministic atlas Hyper Armor for slow skills (DR/Guard and stun resist) reduce enemy stumble distance on stun Counter- attack Skills Options to target farm gear upgrades/ crafting bases (improves ground loot) Add Guard Skills inherent enemy attacks > random modifiers More frequent balance changes in EA more sources of Flat damage Fast enemies should die fast Dedicated Dodge Skill gem slot and alternative dodge gems martial weapons should be able to block Mobility options (not kneecapped like leap slam) Player loss of control should only be from huge telegraphs Bigger / different healthbars for magic/rare monsters Scrap/ disenchant/ sell/ from one window supp. links on character, not on gems (add trade value in other ways) Buy uncut gems from vendor after completing milestones Methodical combat ≠ slow. It = predicting enemy actions and planning your own Buff loot from regular monsters (99% of loot is from rares) Map mini- bosses for completion (instead of all rares) bosses are too easy to gearcheck Less persistent area denial (grounds, volatiles etc) skill windups are visually underwhelming and lack snappiness/ impact Improve animation cancelling into moving/ attacking Less tedious,more deterministic atlas Hyper Armor for slow skills (DR/Guard and stun resist) reduce enemy stumble distance on stun Counter- attack Skills Options to target farm gear upgrades/ crafting bases (improves ground loot) Add Guard Skills inherent enemy attacks > random modifiers More frequent balance changes in EA more sources of Flat damage Fast enemies should die fast Dedicated Dodge Skill gem slot and alternative dodge gems martial weapons should be able to block Mobility options (not kneecapped like leap slam) Player loss of control should only be from huge telegraphs Bigger / different healthbars for magic/rare monsters Scrap/ disenchant/ sell/ from one window supp. links on character, not on gems (add trade value in other ways) Buy uncut gems from vendor after completing milestones Methodical combat ≠ slow. It = predicting enemy actions and planning your own Buff loot from regular monsters (99% of loot is from rares) Map mini- bosses for completion (instead of all rares) bosses are too easy to gearcheck Less persistent area denial (grounds, volatiles etc) skill windups are visually underwhelming and lack snappiness/ impact
(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.
Improve
animation cancelling into moving/
attacking
Less tedious,more deterministic atlas
Hyper Armor for slow skills (DR/Guard and stun resist)
reduce enemy stumble distance on stun
Counter-
attack Skills
Options to
target farm
gear upgrades/
crafting bases (improves ground loot)
Add
Guard Skills
inherent enemy attacks > random modifiers
More frequent balance changes in EA
more sources of Flat damage
Fast enemies should die fast
Dedicated Dodge Skill gem slot and alternative dodge gems
martial weapons should be able to block
Mobility options (not kneecapped like
leap slam)
Player loss of control should only be from huge telegraphs
Bigger / different healthbars for magic/rare monsters
Scrap/
disenchant/
sell/
from one window
supp. links on character, not on gems (add trade value in other ways)
Buy uncut gems from vendor after completing milestones
Methodical combat ≠ slow.
It = predicting enemy actions and planning your own
Buff loot from regular monsters (99% of loot is from rares)
Map mini-bosses for completion (instead of all rares)
bosses are too easy to gearcheck
Less
persistent
area denial
(grounds, volatiles etc)
skill windups
are visually underwhelming
and lack snappiness/
impact