Sirrocco wrote:thought of a way to make Sympathetic Disease work better. Give it a static limit as well as a fractional limit. Let the fractional limit scale up to 50%, but have that be a full max - adding more diseased enemies won't increase it. Then also have a (spellpower-dependent) max damage split per diseased enemy per hit - maybe half as much as the same level of Antimagic Shield, for starters. If enemies are hitting you with little hits, and you have anyoen diseased, it'll strip off 50% (when maxxed), spread evenly among the diseased in radius. If enemies are hitting you with big hits, then it'll strip off n per diseased foe.
I really like this change and comparison to Anti magic shield. This lowers the power considerably, while still providing excellent damage mitigation for all but the largest attacks and also providing consistent, but capped damage to enemies which fits with the theme of an attrition combat style.
Sirrocco wrote:Ossification seems a bit overpowered, especially for someone who will be using teleport runes for his getaways. possibly 20% slower move for the first skill, and then another 5% for each of the remaining?
This is pretty valid as this character will also have easy access to Thick Skin as it is Con based and could easily get to 35% resist all. Moving to a -20/25/30/35/40 movement speed is a reasonable trade off, if somewhat painful. I am thinking of moving the Stun/Poison resist from Diseased to Ossification which should should sweeten the deal a bit more to make up for the movement speed and fits into the theme of turning into stone. Since the movement speed could hurt more at early levels I think I will also switch the order on the disease tree and have Hemophilia first and Ossification 2nd. Maybe 3rd after Brain Tumors?
Sirrocco wrote:I do still want this guy to have some inherent blight absorb - possibly even some ability that would give him buffs if he's eer hit with a disease. You could toss that into Diseased instead of the stun/poison resist, and throw those elsewhere? Possibly make it a passive hanging off of Absorb Disease? Something. Giving him a specific boost to blight resist would also seem appropriate.
I agree, but couldn't think of where to put it initially. As I said on the previous reply I think moving the stun/poison resist to ossification makes sense and then having Diseased give a +10/15/20/25/30 blight resist and absorb instead. Maybe that is too high for the absorb?
Another idea: We could could remove disease immunity entirely and instead have their character healed by diseases passively like Waters of Life, but you would have to make sure they couldn't target themselves with diseases. Thoughts?
Sirrocco wrote:Worth noting that the 100% disease resist on first skill point is going to make life notably more difficult for certain builds of Corrupter and Reaver in the game of Rare Foe Roulette. Not saying that that's necessarily a terrible thing, but it is a thing.
They would still be able to be hit by Epidemic as that ignores disease immunity, but yeah this would not be a fun enemy for blight based characters. Would have to handle it similar to fighting a Worm that Walks probably. Reavers might be okay if they are able to close and melee. Corrupters would likely need to lean heavily on Curse of Death and Hexes.