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Future Mod Suggestion: Class Specific Armor/Weapons

redrockls3redrockls3 Member Posts: 36 Arc User
I'm sure everyone absolutely loves it when someone chimes in with suggestions for upcoming content when we have some in the queue already. However, I believe there is some merit to this suggestion and hopefully, we can generate some feedback or perhaps get a developer to chime in.

I know these new mods take time and what I'm about to suggest will require more time but, I believe it'll only serve to bolster the state of the game--especially with the upcoming changes you guys have in store for mod 12b.

Right now, everyone gets these rather generic weapon and armor sets that come out with each mod. I'm sure you guys have worked out the specifics on how much weapon damage each class will have, max and, what generic stat ranges you intent to assume for the armor/artifacts specific to the module. But, there's nothing there that's truly class specific, you know? The effects you introduced in mod 12 on the armor sets speak volumes about the generic model you guys are currently pushing. I propose a change in that meta but, not one that I think will be game-breaking, but one that'll simply prove itself to be more useful than the current sets.

I will start with the Great Weapon Fighter for this particular example and hope that others will respond with suggestions for their class.

Currently, you utilize some form of buff for the at-will and feats of each class through the artifact weapons but, nothing for encounters, which I believe would be the next logical evolution of the armor sets. My suggestion wouldn't be to make anything more powerful, per se, but more useful. For instance (I know some of these values are reflected upon by recovery, etc.);

Indomitable Battle Strike: 13' range, 3' cylinder, 11.8 second cooldown. I won't even bring up damage at this point because, that's not what I'm looking at. You potentially have three areas you can improve upon to make this particular encounter more effective without changing its base damage. You can give it a further range, increase its effective cylinder or reduce its cooldown. In turn, yes, you could argue that changing the cylinder or the cooldown is effectively giving the GWF a potential dps increase but, that's indirect to the point.

Battle Fury: 16.8s cooldown, damage buff, action point buff, buff duration--however, there's another aspect in there about your teammates are also buffed but only gain 25% of the benefit. The armor piece could benefit your teammates by a larger percentage but not particularly buff the GWF themselves. Or, it could reduce the cooldown, etc., etc.

Next, I'll make a couple of suggestions for the Trickster Rogue class, of which we should all know by now, needs some TLC. TR's have some extra dynamics that could be leveraged with this suggestion in the form of stealthed attacks.

Lashing Blade: 14' range, 3' cylinder, 15.1s cooldown. Stealthed: 50% critical severity. This is a woefully underpowered ability, especially when compared to IBS. For this one, you could address the cooldown, which would make it much more viable but, still be underpowerd compared to IBS so, I don't think it'll get out of hand. It used to have a much further range, so there's that, too. Or, you can increase the critical severity when stealthed.

Smoke Bomb: 13.6s cooldown. Stealthed: Now adds a slow effect. I like smoke bomb, I'm pretty sure most every single TR enjoys it to some degree but, with it not working with the vast majority of weapon enchantments, its not exactly the most ideal. I would suggest adding a passive critical severity function to it or reducing its cooldown slightly.

Also, we now have mythic artifacts, legendary weapons, neck pieces, rings and belts but still only have epic armor, shirts and pants. There's plenty of room to figure out to fill that gap but, I would not suggest the refinement system. Perhaps just a quest or even mini-campaigns to upgrade epic armor to legendary, etc. Please leave RNG or endless farming out of the equation and just let folks consistently make progress towards it.

Lastly, I think its also about time that we get some +ability scores on armor/shirt/pants/weapons. With this huge change to bondings, people are going to be scrambling to find ways to make up the difference. You could make up a LOT by simply adding +1 strength or +2 dex here and there among the items. Also, please for the love of anything holy, do not make it take 4 or more cubes of augmentation to sift through the many, many encounters we have. That would be downright rude and counterproductive.

I leave it to others now, to see what they think.

-Reyvin
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