I propose to leave the rolls system intact, leaving two main parameters + constitution, as important stats.
The remaining 3 can be implemented in a peaceful form.
For example, add to each dungeon for NPCs with their randomly roll that once per run can help all parties when provided that the character who spoke to him the same as at least one parameter.
If all players will roll high rates (including useless for them), the chance to help will tend to zero.
Help may be quite different from the level pass (throw down a rope ladder on which all the team will be able to climb and so on), open
secretive passage to the treasure \ secret boss, will allow once per passage to rise to the whole team if they all die.
Of course, this approach will add developers to work, but will not have to worry about the system of character generation and amateurs reroll hours (like me hehe).
We are potentially looking at a way to make a pseudo transmog system. That may be a bit away. Any additional quality of life things let me know. AI that follows is being worked on and may come sooner rather than later.
I'm back from being out so I apologize for the delay, we've been doing more and more math lately and working out some kinks. I think what you say makes sense mBenu , loot options, and content that is solo and non soloable are needed. Working on several of the class changes currently. WIll have an update on that soon.
The Holy light spell - I know the AOE radius was recently changed to do more damage and a bit wider (with higher recharge), but the visual effect did not seem to change since launch. I do not seem to use it as often as Smite.
What about changing the Holy Light to an actually be a light source for in dark areas like the Wizard's light spell?
Smite definatley is the primary damage dealer. Not sure about changing holy light into a light spell, though. Maybe an AoE debuf with the possibility to insta-kill undead?
Divine Shield - Does it only work for projectiles or does it work for melee as well? I was thinking maybe on the higher levels of the spell, there can be a chance to reflect the projectile/damage back at the source so it will do some damage back (in Rogue Legacy there was an item you can craft from the blacksmith with 'Retribution' status that would do 50% damage back to any damage you received from enemies or traps that worked really well).
Divine shield does not work against falling damage. I'd still like it to scale depending on equipment worn. Cloth biggest DR - plate smallest
Blessing of Wisdom - I think it should be permanently applied to your character's spell power, but you should also be able to cast it on allies, maybe with a longer cooldown? Sometimes when i aim to cast it at an ally, it will just cast it on myself instead.
Hmm, something like 'permanently add 5/10/15/20/25% to your wis stat - can be cast on friendly targets (excluding self) for 1.5/5/7.5/10/12.5% ' ?
Healing spells - Right now we have Heal, Group Heal, Channel Heal, and Regen
The Group heal, right now it looks like you need to stand in one place and hold the ability button you have mapped, and it will heal those around you but the description says it sends a blast of holy magic to those around you , which makes me think its an instantaneous spell.
Channel Heal and Regen: Are they pretty much the same type of spell but one you have to target and heal and the regen you cast once on your target and then it will gradually heal? In this case I think the Regen might be better and have it as a 'fire and forget at your alliy' type spell.
Keeping with the Holy theme or the Cleric, what about adding a 'guardian angel' type spell? You could cast it as a familiar on yourself or on an ally, and it could fly at about shoulder height or so and protect the target by taking its damage & healing, and maybe doing some melee damage as well.
I suppose familiars and such would be Summoner spells (assuming we'll see summoners) but the angel could be a light source and AoE debuff against undead creatures?
Here a couple of more things that should be reviewed.
Mobs begin fights with everything off cooldown.
Issue: Every mob that is configured with Stun will always begin a fight by using Stun. This leads to having to fight 50 of the same mob during a dungeon run and being stunned at the start of 50 different pulls. Or getting down to level 6 of Broken Hideout and every mob begins the fight with 15 seconds of immunity from Stoneskin.
Suggestion: Give mobs more damaging abilities, but once they are aggroed randomly set everything on cooldown to add variety to combat.
It's fun to CC a mob; It's not fun to be CC'd by a mob.
Issue: Recently I was running Broken Hideout and at one point I had Blind, Stun, Hamstring, Root, Poison, and Sleep on me all at the same time. There is a lot of CC going around in dungeons, and it is especially bad for the players in the front. Blinds, Roots, and Snares are the largest offenders.
Suggestion #1: Give mobs more damaging abilities and reduce the chance of them rolling with CC abilities.
Suggestion #2: Reduce the duration of Blind, Snares, and Roots.
Fist of Judgement on a mob in a platforming area is bad design.
Issue: There are mobs in Broken Hideout and Mirefen that can knock players back, and there have been a few of my runs ended by being knocked off a platform. Unlike Caco's, these guys have no visual identifier indicating they can end your run.
Suggestion: Either remove this ability from spawning on mobs that spawn in areas where you can fall to your death, or give them some visual indicator showing they are cheap ass mofo mobs that are only there to ruin your day.
Platforming areas should have places on the bottom where a group can recover.
Issue: Within Mirefen and Broken Hideout there are areas where you can fall to your death. This isn't a problem. The problem is that often times it is impossible to rez those players and resume the dungeon run. Either the range is too great or the angle isn't correct.
Suggestion: Falling down should kill the player. But a player that successfully makes it across the platform should be able to easily get to the player to rez them. Add ramps and platforms in these areas that allow groups to recover and continue.
I think Alt+F4 to instantly force close the game is treated as a crash. If a player gets stuck in terrain or suchlike you are able to use this to make the game reset their position to a new nearby point on the map and continue.
Which is great, no more need to pull them with a champ or lure enemies near them in an attempt to get them killed so you can rez them out of their stuck position.
However. I think this also has the potential to be exploited. Further testing required.
I've tested it but only solo , have yet to attempt it in a party. However I have recently experienced something odd with a party member which was both being simply ejected from the Dungeon completely , loading screen , and put back to character select screen . This has been the first time it has happened to me or my party member but after asking around I believe some others have also experienced it. Basically I was simply going about powerleveling him through insane Lava and about an hour into it poof! There was no initial build up of lag , no archon crash to desk top , no hardlock , no softlock , just booted the pair of us back to character select screen. Strange things going on