There are so many comments in the main thread, so I decided to create separated one for the combat enchantments.
At the moment (December 14) all new combat enchantments are broken.
New Soulforged Enchantment (Soul Shield):
Feedback:
Great improvement was done! Now you won't deal damage to nearby enemies after reviving, so you won't lose damage immune immediately after reviving (in most cases).
Bugs:
Sometimes this enchantment not revive player. I don't know why this happens, but you can easily confirm this by dying some times in the testing room.
This enchantment haven't got cooldown at the moment.
This enchantment can apply more than 1 revive sickness after reviving. I don't know is this bug fixed or not, but I know one guaranted way to reproduce this bug: you need to die from the choking hand from the second boss in the Tomb of nine gods dungeon. You always gain 2 revive sickness when soulforged enchantment revive you from this death.
New Frostburn Enchantment (Flash Freeze):
Bugs:
This enchantment not work at all. I tried to activate it, but after 5 minutes of receiving attacks I didn't see any proc animation or debuff.
New Negation Enchantment (Fortified Nature):
Bugs:
This enchantment still has a bug with buff stacks gain: the more hits you receive in a short term, the more cooldown on stacks gain this enchantment has. Sometimes cooldown could be even more than 3 sec, so it makes impossible to gain buff stacks when fighting with large group of enemies.
Feedback:
I think it's better to change Negation Enchantment to fit better the fight against a large group of enemies:
Main aspects: remove the cooldown between the stacks gain and remove buff consumption at the max stacks.
My Negation variant example (at max rank):
"Increases damage reduction by 10%
When receiving damage each hit stacks a 0.5% increase to your Defense, Awareness and Deflect for 3 seconds. This effect can stack a maximum of 20 times, and refreshes its duration with each new stack (even if player reached max stacks). When the stacks expire you will be healed by 0.5% of your Maximum Health for each stack."
New Prominence Enchantment (Battle Tempered):
Feedback:
Shield stacks now doesn't expire when they reach 20 which is cool.
This enchantment gain only defensive bonus, but gain +10% damage instead of +10% damage reduction. I think it's better to change it to tank enchantment (+10% damage reduction). I think it can be good enchantments for tanks for solo bosses (after enchantments removing there are no defense enchantment vs solo enemy).
Bugs:
Shield absorb damage before the damage reduction decrease it which makes shield less useful.
Shield is not affected by any stats (Power, Outgoing Healing, Incoming Healing, Crits) and additionaly has too low magnitude (10 at max rank, so even with 20 stacks your shield will be worse than any shield from paladin-healer).
New Plague Fire Enchantment (Cursed Burn):
*Note: it burns enemies with Magical damage, but explode with Physical damage.
Bugs:
Damage type of this enchantment (crit, deflect, combat advantage) depends on the first hit the target take. So if the first hit was no crit, no CA and deflected, than all hit from this enchantment will be the same, until the burn debuff won't expire. I think it's better to calculate all hits from this enchantment separately or change damage properties after each debuff update. (All 3 stacks of debuff has their own properties)
Explode can't deal critical damage.
Poison damage from this enchantment is not affected by some damage increase sources like Neverwinter guard companion player power.
Feedback:
I think explode mechanic need some rework, it's too weak at the moment. What if it will also apply some buff / debuff or won't have a cooldown?
New Bilethorn Enchantment (Poisoned Thorn):
*Note: it deals Physical damage after 4 seconds.
Bugs:
It seems the bug with crits was fixed but in opposite way - this enchantment now can't deal crits at all. I think you should fix it - (weapon) enchantments should deal critical damage / healing when effect was caused by critical hit.
Poison damage from this enchantment is not affected by some damage increase sources like Neverwinter guard companion player power.
Addition hits from the new Bilethorn Enchantment can cause the Band of Aif effect, Wristguards of Precipitation effect, etc. It's strange, because this bug was fixed on live shard recently and addition hits from the old Bilethorn Enchantment cannot cause any effects.
Something happened with slow debuff - I don't see any changes in speed after applying 30% slow debuff. On live shard with 8% speed reducing this enchantment really slow enemies. I will add here a video with comparison of the old and new bilethorn movement speed reduction.
[spot for the link]
General feedback:
I also found that damage increase bonus from enchantments multiply with other damage buffs instead of summ with them which is defenetly cool - you will have 10% damage inrease no matter what you use.
I think you need to add any combat enchantment for healers (with 10% outgoing healing bonus), for example you can rework old Holy Avenger Enchantment (the only bug it has - is the 5 target limit so it can't heal affect all players, so you should remove the target limit at all from healing sources (increasing limit to 15 is not enough!)).
About the combined rating: I don't know should the combat enchantments have combined rating or not, at the moment they haven't got it the same as your mount combat power.
9
Comments
The current live choice is perfect for the different situations and roles, only a very few enchants are not used at all and it is mostly because they are bugged (e.g clogged Flaming) or because they trigger on a daily power (e.g Feytouched enchant). I personnally have a use of soulforged, barkshied, elven battle, eclipse, vorpal, bilethorn, dread, holy avenger, lightning and I was intending to upgrade a fireburst.
And we want to keep both armor and weapon enchants, so two slots are needed.
This is really for this rework of armor/weapon enchants that people are complaining, on top of the "feeling" of being scammed of the value of 120 medallions (which corresponds to the value of the second armor/weapon enchant) and of the rank of the new enchants available for exchange , compared to our current max level enchants.
And this cannot be balanced by the obtention of an illusion.
@noworries#8859 please accept this modest feedback, it can really save the day and the playerbase