Since mod 16 you decided to nerf some weapon and armor enchants and not nerf others. Examples..vorpal, holy avenger, shadowclad - why did you decide leave these so powerful and then you have really useless nerfed enchantments like feytouched or dread and others? Add diverse weapon/armor enchants with different powers that are useful in different ways, maybe to different classes.
Are there any plans to review enchants in the near future or is that it?
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> My understanding is that the damage bonus is equal and it is only the special effect that sets them apart now. Like Flaming and Plague Fire, the only difference is what color you set your enemies alight with.
Well, I'm not sure if they changed it but plaguefire looks blue but doesn't burn enemies with 'blue fire' (if it did, I'd probably be regretting turning it in) they just burn with regular fire sadly
The crit sev for Vorpal, the Feytouched debuff, etc. Falls under the "special effect" of that enchant.
Played a round a bit with all enchantments and the one that truly needs to be fixed is the vorpal. I would suggest toning down the bonus to crit severity to 1/2 of what it currently is as that is to much of a bonus in critical damage. I would than look at other weapon enchantments and see where they can be adjusted to get it more inline with the updated vorpal.
As for armor enchantments; Fireburst is probably the most broken one that does damage; it needs to have a % chance of applying the damage added to it.
Shadow Clad and Bark shield also should be reviewed/adjusted as needed.
Soul Forge is a joke armor enchantment as if you get revived you still have reviving sickness and after so many you are basically worthless as a damage dealer or tank.
I don't think enchantments need a full over haul but some minor adjustments would go a long way to balancing them out.
> What I dislike is that devs destroyed the Dread with mod 16. It was a vorpal with higher crit severity but only for encounters vs. the vorpal having its bonus being applied to all attacks.
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> Played a round a bit with all enchantments and the one that truly needs to be fixed is the vorpal. I would suggest toning down the bonus to crit severity to 1/2 of what it currently is as that is to much of a bonus in critical damage. I would than look at other weapon enchantments and see where they can be adjusted to get it more inline with the updated vorpal.
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> As for armor enchantments; Fireburst is probably the most broken one that does damage; it needs to have a % chance of applying the damage added to it.
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> Shadow Clad and Bark shield also should be reviewed/adjusted as needed.
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> Soul Forge is a joke armor enchantment as if you get revived you still have reviving sickness and after so many you are basically worthless as a damage dealer or tank.
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> I don't think enchantments need a full over haul but some minor adjustments would go a long way to balancing them out.
Can we stop with nerf suggestions to vorpal please. I'm tired of everything getting nerfed. If there is an issue, buff the other enchants to be comparable but STOP asking for Nerfs.
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> The reality is that the other enchantments are fine; vorpal is to strong, so adjusting vorpal to be inline with the others is less work for the development team than adjusting all others.
How is Vorpal too strong?
Game still needs some adjustments.
With weapon enchantment DPS "normalized", players can "focus on" the mostly useless extra effects on everything not named Vorpal.
Funnily enough, with practically everyone having At-will base damage being kinda meh. Aura of Courage nuked from orbit, and the Crit cap being lowered to 50%, the Mod 11.5 proc style weapon enchants might have had players use more than just Vorpal. I am not sure how either of these are "powerful" when Holy Avenger is a very small heal and minor defensive boost while shadowclad more or less means you can survive hits anyways without the stacks... Because everything else save Bronzewood may as well not have a secondary effect. Noworries, is that you?
I suppose making everything equally bland and boring is "one" way to ensure everything is "balanced."
My character Tsin'xing
All content would need some adjustment or maybe with the updated formula and this change to gear no adjustment would be needed. The nice thing is we wouldn't see 200K power on our character as we would have to raise our armor pen, critical strike, accuracy, etc... through enchantments.
I would bring back the enchantment vendor for 2 weeks as well.
I think an update like that would reduce vorpal useful as we would first want armor pen and accuracy than critical strike.
Overall the game needs more tweaking.
Using gear as an example, each mod they have to consider the impact that gear has with its unique stat, how power to give each piece based on IL, etc... if the stats were simply combined and HP it would allow the devs to focus on other developmental work that could add to the game such as better mechanics in dungeons, unique gear bonuses, improvement to enchantments, etc..
Until Magic the Gather is deployed and patched a few time for bugs NWO is a running a skeleton crew so anything to make it easier for them the better. What I want is more complexity, going back to the days of having multiple buffers, etc.. What we have now is very simplistic and well boring at times.
The fact is you don't know what the repercussions of taking things out versus just doing the job right would be.
You're guessing that it would make things easier because you're only thinking about the now.
Do you think it would be easier for them to revert course and have to fix every single piece of gear in the game that currently has stats just to make it all combined rating & hp? No offense but I've seen what an "excellent job" they manage when they're tasked with making broad changes to the overall game. The odds are more likely that they would break many things.
Let's also look at it from the gear aspect. A lot of times you have to choose between stats when picking gear. That's part of the puzzle in figuring out what gear, etc you want to use to hit your caps.
If you make everything combined ratings and remove stats, well you might as well delete a large amount of the gear too because without those variations in stats then all gear would end up largely the same within it's item level. Right now you might need to choose between 4 different protege pants that offer slightly different variations in stats. Going your route those 4 pieces of gear would now all be the exact same thing.
You talk about bringing back complexity while arguing that you want to simplify things (further than they already are).
I'm not saying the thought is a bad one. But implementation is not as simplistic as you make it sound.
And most teams would probably say "yeah we've got the shell already and it's easier to make/design 20 pieces of gear every 3 months then go back and clean up thousands of pieces of gear once".
You make it sound like the gear design is a strenuous process for them...nowadays it's more like add 300-500 to each stat on that gear and call it something new. Lazy design at its finest.
Right now content is a bore because even a the lower end damage dealer can burn through LoMM without much fuss and when you take a group of the stronger damage dealing classes and players with proper builds you just basically stroll through the content.
I like MMO where content is so challenging it takes even experienced groups weeks to beat it. ToMM looks like it could be that content but given how things seem to go I'm sure it will be easier once all DD are closer in damage.
Weren't you just suggesting that people move to Greedfall or something in another thread???
Then all the guys with BOUND vorpals will come to the forum with torches. After a week of flaming, the devs will put the exchange vendor again for 2 weeks and then everything continues.
We are old here arent we?
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