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