01-18-2017, 01:41 PM
Harming Earth/Water/Dark damage harms a lot of dedicated builds, Someone fully decked out with 60+ RES has a weakness, and someone loaded with 60+ DEF but no RES has a weakness as well, though I guess that doesn't help that tanks are dealing loads of damage when they shouldn't, but that has to do with defensive scaling weapons and I guess elemental damage, so I don't know what to say anymore really, only that I'm concerned over dedicated Earth/Water and dark mages losing what made them unique.
There's been a few suggestions in the past, like tying Phys DR and Mag DR to armor types, perhaps unarmored giving you 50% of your regular phys DR and 100% of your regular magic DR, 75%/75% for light, and 100%/50% for heavy.
Something along those lines when it comes to tank busting, either that or better defense penetration items, %HP damage, kiteability, there's numerous ways to hit tanks being too god damn tanky, but I think the bigger issue is how much damage they deal.
There's been a few suggestions in the past, like tying Phys DR and Mag DR to armor types, perhaps unarmored giving you 50% of your regular phys DR and 100% of your regular magic DR, 75%/75% for light, and 100%/50% for heavy.
Something along those lines when it comes to tank busting, either that or better defense penetration items, %HP damage, kiteability, there's numerous ways to hit tanks being too god damn tanky, but I think the bigger issue is how much damage they deal.