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