#Physical / Magic balance

2 messages · Page 1 of 1 (latest)

halcyon gust
#

After playing almost all classes at T20, there seems to be a huge difference with Phys and Magic.

Physical damage

  • 2/3 Aspect bindings
  • Cleave
  • Grasp
  • Smoke Bomb
  • Spiked
  • Bleed
  • Vestige that gives Bleed on hit, extra Spiked
    The last 3 are applicable picks if you build physical (Spiked is super niche and doesn't straight up work)

Magic damage

  • 2/3 Aspect bindings
  • Lightning Bolt
  • Jinx
  • Cone of Frost
  • Incendiary
  • Poison Vapor
  • Burn
  • Frostbite
  • Poison
  • Smite
  • 3+ vestiges that gives Poison / Burn on hit, Smite on certain conditions
    The last 5 are applicable picks if you build magic.

Clearly Magic wins here with a large diversity of options you can play as long as you build magic, you get more consistency as your build can go many ways.

#

The current state of the game, the ways I think can fix it are

  • Buff Vestige set bonus (Imo this doesn't help cause of the low odds.)
  • Buff Bleed (Bleed at the moment feels to be at a very odd spot, I think a mechanic to make enemies take extra bleed on hit like the poison / fire ascension would be nice. A small shatter buff might be a good tool too, taking shatter will increase overall damage)
  • Buff Shatter (I don't think it solves the problem honestly)
  • Allow crits on physical binding only (I gave this some thoughts, it seems overall balanced but more 'unfun overall')