Is there any chance there could be a consideration to halve the cooldown of most Armor Enchantments in order for them to be somewhat competitive compared to Soulforged/Barkshield which monopolize the choice of Armor Enchantments?
Reduce to 30s or 35s (down from 60s) the cooldowns of:
Bloodtheft
Fireburst
Frostburn
Thunderhead
Negation
Loamweave (this one doesn't even work in the first place, in PvE at least)
The ICD would be very similar to the changes to Eye of the Storm, where the ICD is now 30s with similar uptime.
Thanks
Post edited by Unknown User on
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Comments
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited July 2014
An update on precise timings that would be balanced in the grand scheme of things:
Bloodtheft => 40 second cooldown (if affected by Healing Depression, 30 seconds if not)
Fireburst => 20 second cooldown
Frostburn => 25 second cooldown
Thunderhead => 30 second cooldown
Negation => 30 second cooldown
Loamweave => 20 second cooldown
Ideally, Soulforged Cooldown ought to be increased to 110 seconds at a minimum, or be adjusted to work similar to the initial Module 2 preview notes:
Lesser (220s), Normal (180s), Greater (140s), Perfect (100s)
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited July 2014
I had Loamweave on both TR and HR for quite a while and it never rooted anyone in PvP (Domination, GG and Open World) or PvE as far as I could tell.
If it did work, the armor effect should have disappeared from around the hands and probably created an effect similar to Cockatrice (but with longer duration) on the enemy, but this never happened
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mnemosiusMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
Yeah, if armor enchantment cooldowns were reduced to these amounts (or just actually worked), then soulforged and barkshield wouldn't monopolize as much.
It would also help if weapon enchantments were reworked to do a % of total damage done, as opposed to just weapon damage. The reason vorpal reigns supreme is because it's the only enchantment that takes all of your stats into consideration, not just base weapon damage.
It might be too late to do this for Mod 4, but it's definitely something to consider to make this game a little more rainbow (as it were).
Giving this a bump as well, with any luck we can see more diverse and viable options for Enchantments in Mod5
If do not develop this theme, then leave everything as is and 5 module, and 6 ...
Even a small soul gives more than the other stones. It is clear that the majority of people goes to the soul, and the topic will not be popular. But we need to somehow convey to the developers thought about recycling Armor Enchantment.
ps I do not like the idea of the resurrection on the battlefield, but because of the futility of other stones and lack thereof of choice - it looks even sadder.
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bajornorbertMember, NW M9 PlaytestPosts: 272Arc User
edited October 2014
I agree, armor enchantments needs to be reworked in some way or another. Reducing the cooldown is a quick and easy fix, but in the long run, most of them need a complete rework.
Pre-mod 2 you had a few alternatives for PvE, nowadays it's soulforged > all. I remember back when the soulforged rework was announced, all the QQing about destroying it for PvE, yet now we're in a position where soulforged monopolized the armor enchantment market even more, there's no reason to use anything else for PvE. Soulforged is one of the reasons why we can be so reckless in PvE, because it doesn't matter if you die, you'll get revived by soulforged and you can burn down w/e killed you, healing back to 100% while doing so thx to LS, but that's a diff topic.
As an aside, add an option to disable the FX of the armor enchantments, while your working on it. I hate the FX of the soulforged, even the lesser one ruins every armor.
Dear DEVs, for the future Module 5, can we hope that you will give a look at the enchantments of weapons and armor to make the game more varied?
(armor: Soulforge/Barkshield only)
(weapon: often Vorpal/Plaguefire, sometimes Bronzewood (now Flaming for the fqin glyphs on all HRs)
btw, there were another topic very detailed (I seem)
Armors
- Bloodtheft (Perfect)
When below 50% Health 20% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
> Change in: once every 6-10s (?)
- Fireburst (Perfect)
On receiving damage 20% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
> Change in: a total rework? / some number of the damage and every 10s (?)
- Frostburn (Perfect)
On receiving damage 20% chance to deal Frost damage and reduce foes recovery 30% for 4s once every 60s.
> Change in: On receiving damage 25% chance to slow an opponent of 20% for 5s and 10% to frost an opponent for 2s. Once every 30s (for opponent) (?)
- Negation (Perfect)
On receiving damage 20% chance to increase your damage resistance by 25% for 7s once every 60s
> Change in: .. once every 30s (?)
- Thunderhead (Perfect)
On receiving a critical strike 40% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
> Change in: Stun duration? How much damage? and once every 30s (?)
Weapons
- Frost (Perfect)
+11 % Cold damage. Reduce foe's recovery by 30% for 4s once per 20s.
> Change in: Reduce foe's movement by 20% and recovery by 30% for 4s once for 15s (?)
- Holy Avenger (Perfect)
+19% Radiant damage. 20% per swing to improve allies Damage resistance 15% for 10s once every 60s.
> Change in: 25% per swing to improve allies DR by 15% for 10s once every 30s (?)
what a headache .. close
| Cìrdan - GF | Cìrdan The Lightbringer - OP |
< Guild: Pugno Fiammante >
Comments
Bloodtheft => 40 second cooldown (if affected by Healing Depression, 30 seconds if not)
Fireburst => 20 second cooldown
Frostburn => 25 second cooldown
Thunderhead => 30 second cooldown
Negation => 30 second cooldown
Loamweave => 20 second cooldown
Ideally, Soulforged Cooldown ought to be increased to 110 seconds at a minimum, or be adjusted to work similar to the initial Module 2 preview notes:
Lesser (220s), Normal (180s), Greater (140s), Perfect (100s)
ONLY from pure attacks - no dots or enchants.
Thunderhead could be like 5% for example. 1/20 hits within melee range etc.
Loamweave works in pvp for sure. I have never noticed it work in pve. There is an internal cooldown.
Jeffrina Jones, GWF
Jeffrodo, CW
Jeffrogue, Rog
Jelfro, GF
Jeffrogolas Do'Urden, HR
Jeffrodo Jaggins, SW
If it did work, the armor effect should have disappeared from around the hands and probably created an effect similar to Cockatrice (but with longer duration) on the enemy, but this never happened
It would also help if weapon enchantments were reworked to do a % of total damage done, as opposed to just weapon damage. The reason vorpal reigns supreme is because it's the only enchantment that takes all of your stats into consideration, not just base weapon damage.
It might be too late to do this for Mod 4, but it's definitely something to consider to make this game a little more rainbow (as it were).
If do not develop this theme, then leave everything as is and 5 module, and 6 ...
Even a small soul gives more than the other stones. It is clear that the majority of people goes to the soul, and the topic will not be popular. But we need to somehow convey to the developers thought about recycling Armor Enchantment.
ps I do not like the idea of the resurrection on the battlefield, but because of the futility of other stones and lack thereof of choice - it looks even sadder.
Pre-mod 2 you had a few alternatives for PvE, nowadays it's soulforged > all. I remember back when the soulforged rework was announced, all the QQing about destroying it for PvE, yet now we're in a position where soulforged monopolized the armor enchantment market even more, there's no reason to use anything else for PvE. Soulforged is one of the reasons why we can be so reckless in PvE, because it doesn't matter if you die, you'll get revived by soulforged and you can burn down w/e killed you, healing back to 100% while doing so thx to LS, but that's a diff topic.
As an aside, add an option to disable the FX of the armor enchantments, while your working on it. I hate the FX of the soulforged, even the lesser one ruins every armor.
(armor: Soulforge/Barkshield only)
(weapon: often Vorpal/Plaguefire, sometimes Bronzewood (now Flaming for the fqin glyphs on all HRs)
btw, there were another topic very detailed (I seem)
Armors
- Bloodtheft (Perfect)
When below 50% Health 20% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
> Change in: once every 6-10s (?)
- Fireburst (Perfect)
On receiving damage 20% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
> Change in: a total rework? / some number of the damage and every 10s (?)
- Frostburn (Perfect)
On receiving damage 20% chance to deal Frost damage and reduce foes recovery 30% for 4s once every 60s.
> Change in: On receiving damage 25% chance to slow an opponent of 20% for 5s and 10% to frost an opponent for 2s. Once every 30s (for opponent) (?)
- Negation (Perfect)
On receiving damage 20% chance to increase your damage resistance by 25% for 7s once every 60s
> Change in: .. once every 30s (?)
- Thunderhead (Perfect)
On receiving a critical strike 40% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
> Change in: Stun duration? How much damage? and once every 30s (?)
Weapons
- Frost (Perfect)
+11 % Cold damage. Reduce foe's recovery by 30% for 4s once per 20s.
> Change in: Reduce foe's movement by 20% and recovery by 30% for 4s once for 15s (?)
- Holy Avenger (Perfect)
+19% Radiant damage. 20% per swing to improve allies Damage resistance 15% for 10s once every 60s.
> Change in: 25% per swing to improve allies DR by 15% for 10s once every 30s (?)
what a headache .. close
| Cìrdan - GF | Cìrdan The Lightbringer - OP |
< Guild: Pugno Fiammante >