The floor.
No, really.
I know this is something that gets kicked around here a lot, i.e. ground effect damage. To me, the issue isn’t that it exists. I like that it exists; it adds a lot to the game, and to the tactics, immersion, and feel of certain areas.
However… there are certain areas in which it is entirely too powerful. A 20% tick once per second that’s extremely difficult to mitigate, and which most characters don’t mitigate at all most of the time, is just too much IMO.
I play video games, especially aRPGs, to feel powerful, like I’m overcoming great challenges. When I fight a harrowing five minute battle with a major boss, and nearly die half a dozen times, only to just barely squeak by to victory, that’s fun! I feel powerful, and I feel a sense of achievement. If I fail, and die, I learn from it, and come back determined to succeed, and then I gain a reward.
When I then die to a couple of Heroic mobs simply because I happened to be on the damage side of a very fuzzy damage/no-damage barrier graphically speaking, and my power animation went off twice while I was trying to click somewhere else on the floor, because the floor can kill me in five seconds flat, no matter how awesome my character is… that’s not fun. That’s capricious. When it happens ten more times in a particular zone, and there’s nothing to learn from it since some of the enemies only spawn inside the damaging area, and won’t move out of it, and I’m playing a purely melee character… that’s enough to sap my motivation to keep playing.
That said, as I mentioned, I do like the mechanic. The interesting tactical challenge it adds to me, is actually achieved optimally by the lowest tick value (2% I think? Maybe 5%?). Namely, it disables Constitution healing, and largely negates my HP regen. So, in low-damage areas, like the early poisonous caves in Act I, I get to make a tactical choice: do I fight where I am and tough it out without regen and Constitution? Or do I kite the enemies to a clear spot and fight them there, even if it means spreading them out, and taking more ranged damage along the way?
20% per tick doesn’t have anything like that tactical intrigue, it just… kills you. Hard and fast. If this were a puzzle platformer, that’d be fine, but… it isn’t.
So…
A couple of possible solutions.
[LIST=6]
[li]Keep the high damage (even still percentile) but make it an appropriate type, so resistances apply, instead of its own unique type.[/li]
[li]Make clearer boundaries between what damages and what doesn’t.[/li]
[li]Add a mechanic to high-damage floor effects that allows for a delay or to cross undamaged, similar to the floor spikes in the Tyrant’s Hold.[/li]
[li]Add a gentle AI assist to make moving out of a floor damage area a higher priority than attacking in terms of user input (I know this one is probably the most work, but hey, it’s an idea.)[/li]
[li]Better incorporation of resistance to % Health Reduction into general items, skills, and Devotions, so that characters are more likely to have some in place without having to explicitly gear up for those specific sections.[/li]
[li]Significantly lower the highest tick value (about in half would be good; a 10 second reaction time with animations that can take over a second to complete in the way, is a lot more doable. To die in 10 seconds, I’ve made a mistake. To die in 5, I’ve maybe literally misclicked once, in a chaotic scene.)[/li][/LIST]
In case the fun/not-fun thing isn’t enough… consider that it’s a little bit absurd for a tanky character in full plate armor, designed to stand toe to toe with monstrous entities ten times his size, to die in exactly the same time as a glass-cannon mage in robes, to a floor effect. If I choose to play a tank, I want to feel tanky, not die just as fast as I do when I choose to play a glass cannon. It’s immersion-breaking on top of being unfun. XD