Hello friends, the feedback around equilibrium is loud and clear (primary issue being you don't want to have to mess around with the current perks you've set up)
I've drafted up a simpler effect to replace equilibrium.Some of you might be wondering why any change to equilibrium needs to happen, so a quick TLDR:
- On the beta we've squished damage numbers this directly affects how effective equilibrium is (pre-beta equilibrium can increase damage on an ability anywhere from ~1% up to ~2.5% per rank) Post damage squish this is closer to 0.2% per rank (Essentially making equilibrium much worse). So essentially we wanted to trial some new effects because the old one doesn't really work with shorter damage ranges.
Now the new-new effect: (WIP title : Deadly)I've drafted something up to replace equilibrium (again) this time a generic damage boost effect as for all intents and purposes that's what the old equilibrium did.
- New effect : You gain x% ability damage per rank
- Applied in combat setup so affects bleeds/poison/conjures etc
- Your current gear in live with equilibrium would move straight over to being 'deadly' so no negative effects to you/your gear no need to shuffle perks etc.
This also includes the option of introducing the old-new (crit tradeoff) effect as a new perk on different components (either now or in the future) with some slight tweaks from immediate feedback on it I've seen (notably low perk ranks are very bad as the damage gain is less than the damage gain from base level crit chance)
Anyways: would appreciate feedback on all the above, any questions etc.
(And Merry Christmas)
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