The first problem is actually already that melee is again too strong in itself. So many skills with heavy damage, heavy aoe and even CC on top of that, ofc that interacts with other powerful options like warlord. That one should be simply removed. Reminds me of the old great cleave from dnd. It's actual function binds it to be broken as it comforts the extremes. Really bad.
As for rage... well, many ways to make it less OP, but needs a complete redesign most probably. The main goal should simply be to make it less mandatory for pretty much every build. The same goes for adrenaline, haste and some others.
And restricting the diversion is never a good idea...
Sadly this is a problem I already talked about even before the first game with it's skill layout.
There's more than one way to achieve a goal, so why not portraying that with the skills? Right now we have that only with some hard CC effects, petrify, freeze, stun... different yet similar.
For example fortify. Only effect to boost physical armor. Why not providing alternatives? For example: A bone armor spell, that also boosts physical armor, but you need to sacrifice a skeleton summon to cast it. Similar use yet an alternative with specific characteristics.
That mixed with higher requirements would be a better way.
Last edited by Seelenernter; 18/02/17 08:25 PM.