There are some things I have seen that could do with some changes.
Normal Damage
As it stands now, normal damage is the standard and most common form of damage.
This pretty much means it will be the most prone to min-maxing.
Automatically, this means any gear not in possession of resistance to it will be passed over, regardless of their effects.
The only way to fix this is to either:
- Put Normal resistance on everything
- Add more diversity in damage types to make other resistances worth having
Obviously since the other forms are so uncommon they can be attributed to particular maps/monsters, people can just get new gear from week to week as new gates open and maps appear.
Essentially just rewarding abuse of the wiki.
Speed:Attack
Faster weapons, like the Autogun, have been rendered useless.
By it's extreme firing time and lack of movement during firing, it is seriously gimped.
Fast weapons need to do everything instantly and be the most mobile, slow weapons need to be the most deadly and powerful and reward predicting opponent movements and severely punish anything dumb enough to get in the way.
At the moment slower weapons are better because of how much knockback they dish out.
So, what needs to be done is pretty simple:
- First thing's first, make a clear relation between Attack and Speed.
- Then, balance them to a point where a fast weapon and a slow weapon are pretty even in terms of Pros and Cons, at the most base level.
- With this ratio in place, it will be simpler to adapt items and their stats based off of their abilities and allow players to develop a playstyle without being penalised.
This way, a weapon's defining attributes can be derived from it's stats much more accurately. Instead of having to buy a weapon to find out it sucks.
EDIT: What I meant to put in here was an explanation of the ratio itself, which I thought I wrote but couldn't read to see if I did or not.
Basically the ratio involves taking the number of bars in either stat at the maximum level of the item.
Then applying specific numbers to different star items.
0: 8
1: 9
2: 9
3: 10
4: 11
5: 13
There is a discernible difference in quality between different star ranks of weapons, just because there visually as well as mechanically needs to be one.
Example:
A 2-Star Autogun would have 8 bars in Speed and 1 in Attack.
A 3-Star Khorovod would have 3 Bars in Speed and 7 in Attack.
Shields
Their bonuses have changed quite drastically, but right now it is quite simple to see any unique variant that adds a type of resistance. Specifically Normal on shields without it, will be the most sought after, with Fire trailing just behind that.
While I'm sure this is anticipated, it takes a lot of the point out of offering a choice in shields, since the others would be used so incredibly rarely.
This is exactly the same as with armour.
By increasing the amount of player's weak points, you're also offering an enormous opportunity to min-max tank their way through dungeons solo using the same tactics as before to a much greater extent.
I'll probably edit this post when I can see the screen again.
I fully agree on the attack speed one. Fast weapons perhaps deal more hits quicker, but still leave you just as immobile as slower weapons while you are in the middle of your attack. I just recently switched from the thwack hammer to the cautery sword and well.. I can barely get that 3-hit combo of the cautery off without getting hit myself. That extra attack speed isn't worth it compared to a similar mobility, lower damage and no knock-back. Being able to keep running around while hitting would be a good pro to go along with faster weapons