I'm fine with the physical/magic armor system, but what I don't like is the lack of ability to resist CCs once it's gone. It's easy to keep enemies in stunlock, and it's easy to get stunlocked.

The remedy would be to, while keeping the armor system as is, implement a saving throw afterward. It may not be a great chance to resist, but it's a chance, nonetheless. The chance should fluctuate based on resistance attempts, too. If you fail to resist, your resistance goes up a bit. If you successfully resist, your resistance goes down a bit. This normalizes it some rather than leaving it entirely up to chance.

Do elemental resistances give a chance to resist CC, or do they just reduce damage from their respective sources?

For Enrage, what I would like to see is a penalty to critical damage added on, but the penalty is reduced by your crit chance, so your crit chance still matters. For instance, the base penalty could be 20%. So, if you have a 6% crit chance, your penalty would only be 14%.

An indirect nerf to Enrage would come in the form of crippling another overpowered ability called Crippling Blow. For an ability that is AoE and also applies a debuff, it does more damage to a single-target than any other non-source ability in the game. I think the nerf to Crippling Blow would come in the form of reducing how much of a damage bonus it gets from your weapon. Sword & Board warriors already kinda suck, so you don't want to just outright nerf the ability, but instead reduce it's effectiveness for meat cleaver warriors.

You have to admit, when you're playing a meat cleaver warrior (warrior using a two-hander and spec'd for pure damage output), after you Enrage, the first ability you usually use is Crippling Blow, and you know why that is.

Last edited by Darxim; 03/10/16 11:07 PM.