Antison wrote:People, IMO, you all are over thinking and complicating this. Just simply cap the allowed points in IF to some level. I vote for 2.
That would address the problem that IF is overpowered, but it would not address Zukero's point that IF is a non-choice. It is the only skill that if you do not take it immediately you will always pay a price.
As others have mentioned, IF is not the only "non-choice" skill. Combat Speed is the other elephant in the room and it was handled by a simple static cap. So... new suggestion:
Skill: Increased Fortitude
Effect: Each point taken in Increased Fortitude increases the amount of HP gained when spending a level up point on HP by 1.
Cap: Increased Fortitude caps at level 5.
Now, taking IF literally gives you nothing in and of itself. The only thing it does is make taking HP as a level up choice a more valuable option. You still have to spend those level up points on HP rather than on AD/AC/BC. At max level (5), each level up point spent on HP gives you 10 HP as opposed to 5 HP. This makes the choice of IF a much longer term investment; decreasing the necessity of taking it by lowering the short term benefits it provides to very low while still making it an option for those intending on stacking HP over the long run.
r0tt3nj4ck wrote:Make late game mobs hit harder.....
Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013