The first step was routing damage through one shared pipeline. Then came damage types, evasion, critical hits, and a proc engine that lets effects happen predictably from items and materials. That opened the door to affixes that change behavior instead of only numbers, and relics with more possibilities than ordinary equipment. The Rift also started becoming part of material progression. Special resources can feed those effects, and the forge gained targeted reforging so upgrades do not become an endless slot machine. I also fixed asymmetries that became obvious once the new combat engine existed, including respawn protection and damage paths that were not all following exactly the same rules before. There is still plenty of balancing ahead. But now there is a foundation worth balancing, because weapons, defense, crits, evasion, affixes, materials, and effects finally speak the same language.
Combat stopped being just HP subtraction
This is the release where I started closing the gap between “the game has combat” and “the game has a combat system.”