With previous successes in community discussion on upcoming balance changes, I’d like to bring up the topic of our next focus, one I must emphasize will be challenging.
Given the nature of how masteries are designed and their inherent compatibilities and incompatibilities, creating a perfect balance between all combinations is not a realistic goal. Nonetheless, it is still desirable that competitive options exist for all of them.
This is not a trivial problem to solve as any changes to skill or item balance can have cascading repercussions that can oftentimes end up buffing a playstyle that’s already strong, or not actually addressing the inherent imbalances between mastery combinations but instead just shifting their relative numbers up/down.
As such, we do not expect everyone to have strong insight into this topic nor be able to provide a solution. It’s still good to have a discussion though, and if you find yourself stumbling for a means to contribute, you can always start your own balancing topic in this forum.
Now, for the topic of discussion…
For v1.1.8.0, we would like to review various mastery combinations and, where possible, improve their relative balance. Mastery combo tier lists have been a thing since the beginning of time, and everybody has their own opinion on where various combinations fall, but there is little debate that certain combinations are often on top, and others on the bottom. This is to be expected as some masteries have natural synergy while others are almost polar opposites that require investing in specific gear to make compatible.
Addressing this will be no simple matter as we are not in a position to introduce dozens of new items or completely change mastery skills. We are working within the confines of existing itemization and as such must tread carefully so as not to create new imbalances down the line.
Realistically, some of the outliers that always perform really well may need to be brought back to the middle, and the underperformers then bumped up to fill that power gap. Nobody likes nerfs, but they are a valuable tool when handled properly and should not be disregarded, especially when dealing with such a sensitive balancing act as an ARPG’s itemization. You can do your part by contributing constructively and objectively so that the most appropriate changes can be made and more build variety achieved!
Note that we may not agree with every suggestion, particularly suggestions for How combinations should see a bump.
Please be considerate of others posters and, as usual, set reasonable expectations. Posts that stray off-topic may be moved to their own threads or deleted so this discussion stays on track.
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