![]() There are also plenty of bonuses that while they by themselves are nice you just don't have the trinket space to justify taking them over something more essential like damage, speed, crit chance, etc. Some trinkets have logical tradeoffs (health vs resistance, healing vs stunning) but others don't where the bonus is mediocre but the malus is bad. Then there is the issue of many bonuses being situational, yet balanced around being as versatile as things like extra damage or accuracy. Sure it kind of seems that way, with commons being very limited compared to legendaries. One thing I notice (I could be wrong) is that trinkets don't seem consistently balanced or scaled based on their rarity or class restriction. ![]() ![]() ![]() You only get two slots, sharply limiting your options though there's no level gating on anything so a level 0 can be rocking legendaries and ancestral trinkets right from the get go if you have them. Red Hook balanced trinkets by making most of them 'sidegrades' in that you trade some stats for others.obviously the goal is to load trinkets with bonuses far better than their maluses. ![]()
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