#Maximum of mutagens for one class

1 messages · Page 1 of 1 (latest)

grizzled lichen
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I know this is a crazy idea but I say it anyway.

How about putting a maximum number of mutagens you can take for a single class? For example, at most you can have 10 mutagens of a class (or 7 that is a row), after that no more appear.

I think this could help to see multi-class builds again. I have the impression that there are more and more builds focused on a single class that use others only for their auras or specific mutagens.

uncut lance
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for me its not the best way for making multiclass builds work, its better to make them do more specific job, for example in mix tricksters and mages no one take extra mages because tricksters already do AoE and Direct damage, if we take off chain lighting from thunder lance it can make mages more viable in this build

grizzled lichen
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I think it could be fun. With a single change you avoid the builds of a single class whatever it is, and also minimizes the pool of mutagen that I think are too many.

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I know it would be a drastic change, but I would love to put it into practice and see how it works.

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For what you say it would be necessary to balance a lot of classes and a lot of mutagen and even then it would be difficult to achieve.

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Not to mention that it would give a fresh air to the builds, since many new ones would appear.

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it would be perfect to test it on a test server but since season 1 I haven't seen it again 😢

uncut lance
carmine bay
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my tactic is always to stack max mutagens on 1 class. it always has been. this would be a major change for sure. i'd be very interested in the results.

elfin crystal
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It's interesting. On one hand, it's more complicated, and I don't particularly like the idea of restrictions. But maybe it could be good in the end, especially if after it wipes out everything for that class, there could be a cool meta game where you try to build mutations for your build in stacks as quickly as possible to get better odds for the other ones haha

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Another way it could work (maybe that's more complicated) would be to just make sure mutations per classes are "less random" in a way that seeing two mutations of the same class is less likely than a random chance every time. That would have sort of the effect you want except if someone goes through a lot of rerolls, so there would be an implicit cost to it