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