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No. This is not what I’m asking for. I’m asking to get rid of flat values. I also didn’t say the entire skill damage was flat, I talked about this number each skill has before adding to ur atack. So, no point here.
Each skill has a base damage. Ok. Each enhancement attribute goes up to 100%, which makes the difference stay the same % wise, while being higher in absolute numbers. It just makes things worse late game. The same 100% that almost all skills have doesn’t help this at all, because again, its added in the same way, so it does not balance those skills. Just keeps the difference.
My point is that we need different % for each skill. Diablo was the famous example I could give, but there are others. Skills being %based is the only way to balance them from early to late game, and the simplest way the balance multi-hit x single-hit skills.
I’m yet to see someone bring arguments against the changes they made to various buffs, making them % based and very successful. The reason is exactly the same.
Agreed. Making attacks have percentages makes them useful all the time. Paired with a reasonable cooldown should probably satisfy most people. And not make you feel like your classes before rank 6-7 were pointless.
