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