That is just boring and it would not scale with difficulty settings. OP on normal, ok on insane.netphenix wrote:If we want Antimagic Shield to be equally useful for all races and classes, why not tie its absorption rate to character level ? Say, 1 point of damage per character level at level 1, 0,5 point of damage per character level at level 2-3, and 0,25 point of damage per character level at level 4-5 ? Or, in short, 1/1,5/2/2,25/2,5 per character level.
In perfect world passive def should block % of damage based on stats (cun / will / mindpower / mindcrit etc). Ooze mitosis, mindslayer shields are imho good design. Solipsism is ok just because talent itself is not just about mitigating damage otherwise it could be turned into pure passive skill like brawler striking stance.
Most interesting talents usually depends heavily on your gear / other talents and when you focus on those talents you can build whole character around it (dream smith, slumber, ooze, projection). Standalone talents that depends only on your character level (+ talent multiplier) doesn't add any depth and make character progression less rewarding.
I would gradually add antimagic / fungus mastery to antimagic powered egos till it becomes good enough. Right now we have multiple options to improve antimagic / fungus mastery (artifacts, slings, gaunlets) but for some reason mindstars do not improve antimagic skills. Basically all classes except solipsist has one ego with talent multiplier bonus. Why do not add +0.1 (or more if needed) talent to antimagic egos on mindstars ? Bonuses would work best on characters that do not have antimagic tree by default and it would scale with difficulty levels (just because all items are simply more powerful on high difficulty)