Escape paths, mortal conviction, knockback

#1) Make the escape paths out of the starting areas only be one stat node instead of two. Considering how good the starting areas have become, there's basically no reason to every take the stat path from the start to escape a starting area. Currently you have to give two "dead points" to take this route. Sure, it's less points total than going through the stat paths from the starting area, but every starting area has useful things for their class so I would imagine almost nobody takes these "fast escape" routes from the start.

#2) Mortal Conviction should allow the first aura you cast to be free and then auras after that require their normal cost. This will be a far superior option for anybody who would like to run 1 aura, a bit better for 2 auras, and worse past that. I think that this would improve the useability of auras on blood magic quite a lot.

#3) Make the knockback nodes more accessible. These nodes offer a really unique element to gameplay, but currently they're so far out of the way that almost nothing can build to them effectively. They could honestly stay pretty much in the same location, but if they connected the inner and outer marauder trees, then they would be more useful. Then anybody who built to the knockback nodes could have better access to the marauder tanky nodes or vide versa.
@Moylin (Beyond)
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