Enchants have stagnated, and with the way things have turned out become extremely 1 dimensional. There is no reason currently to slot anything but radiant in every slot for every class, because only hitpoints and power uncapped and you can reach the caps you want without enchantments. Very cookie cutter, very boring everyone ends up the same stuff with 1 enchant being dramatically more expensive than any other ( except for tactical).
There just isn't enough variety to make building a character. So Bring out some new ones. Give players more options, and make stats that are still important, but can only be obtained in very select places more available. Crit severity, deflect Severity, stamina Regeneration, Movement Speed, Recovery Speed, Action point Gain, incoming and outgoing healing, none of these are new or ground breaking, they already exist and play an important role, and increasing there availability through enchants and insignias will not only add some much needed choice back into the game, i believe it wont impact class balance too much as these will be available to everyone, insignias and enchants are universal, but hopefully make gearing a tank, a DPS or a healer more distinctive.
So some ideas.
Enchantments
Unique Enchantments - ( one per type can be equipped only), and can only be slotted in a "Universal Slot" ( more about that below)
Battle Ready Enchant - rank 8 - Increases Incoming Healing by 3%, each rank increases by 1%, rank 15 = 10% Incoming Healing
Medic Enchant - Rank 8 - Increases Outgoing Healing by 3% each rank increases by 1%, rank 15 = 10% Outgoing Healing
Endurance Enchant - Rank 8 - increases Stamina Regeneration by 3% each rank increases by 1%, Rank 15 = 10% Stamina Regeneration
Quick Reactions Enchant - Rank 8 - increases Recovery Speed by 3% , each rank increases by 1%, Rank 15 = 10% Recovery Speed
Sprinter Enchantment - Rank 8 - Increases Movement Speed by 3%, each rank increases by 1% Rank 15 = 10% movement Speed
Decisive Action Enchantment - Rank 8- Grants 3 action points per second during combat - each rank increases by 1, Rank 15 = 10 AP per second in combat
Juggernaut Enchantment - Rank 8, increases Damage reduction by 3%, each rank increases by 1%, rank 15% = 10% damage reduction
Vampiric Enchantment - Rank 8 - Your attacks have a 1% chance to heal you for 1% of your hitpoints, each rank increases by 1%, Rank 15 = 8% chance to heal for 8% maximum hitpoints ( Capped at 36,000 or 450,000 hitpoints)
Critical Focus Enchantment - Rank 8 Increases the maxium Critical Strike Cap by 4% but decreases your Critical Strike rating by 4000 each rank increases by 3% and reduces Critical rating by 3000, Rank 15 = 25% critical strike cap and -25,000 Critical Strike Rating
Now for this last one, if you had a Rank 15, your Maximum Critical Strike percentage would be 75%, but you lose 25,000 critical strike, so to reach 75% critical strike, you would need 100,000 critical strike rating PLUS the ratings of enemies. so for ToMM, you would need 130,000 instead of 80,000
Insignias
First Step, make all Insignias upgradeable from green(uncommon), and add green(uncommon) Insignias to the crafting recipies, either by defualt, or as a quest
8 greens(uncommon) makes a Blue(rare)
8 green(uncommon) 4 blue(rare) makes a Purple(Epic)
8 greens(uncommon) 4 blues(rare 2 purples(epic) make an orange (legendary)
So to make a legendary Insignia from Scratch you would need 120 uncommon Insignias
New Insignias
Universal Slots ONLY (maximum 10 I believe with 5 legendary mounts)
Insignia of Battle - Uncommon= 0.5% Critical Severity , Rare = 1% , Epic=2% Legendary = 4%
Insignia of the Specialist - Uncommon = 0.5% AP gain, 0.25% Recovery Speed, -> Legendary 4% AP gain, 2% recovery speed
Insignia of The Guardian - Uncommon = 0.5% Deflect Severity 0.25% damage reduction(not defence) --> Legendary = 4% Deflect Severity. 2% damage reduction
Insignia of Resilience - Uncommon =0.5% stamina regeneration 0.25% movement speed --> Legendary = 4% stamina regeneration, 2% movement speed
To make sure the guardian Insignia doesn't become too OP, limit the Deflect Severity Cap to 75%, so a max of 5 insignias and 1 potion would cap you at 75% Deflect Severity. This will also have the benefit of making tanks more tanky, or have to focus more on Deflect + Damage reduction, meaning Dungeon enemies can be made more difficult to deal with, without a tank ( yes i think its stupid you dont need a tank for 95% of the group content)
How these would fit into the Insignia mount bonus's I have not figured out, but these are just ideas at this point
New Crafting Recipe's and Universal Slots
Uncommon Insignia's - see above
Universal Slots, obtained through crafting converts a utility/offensive/defensive slot into a Universal Slot, allowing any type of enchantment to be slotted, including the new ones above
Armour Augmentation Kits - When used, Converts a current armour enchantment slot (offensive/defensive/utility) into a Universal Slot
Weapon Augmentation Kits- When Used, Converts a current Weapon enchantment slot (offensive/defensive) into a Universal Slot
Jewellery Augmentation Kits - When Used, converts a current belt/neck/ring enchantment slot (offensive/defensive/utility) into a Universal Slot
Level 80 versions of power/hitpoint/stamina regen, combat advantage kits, ETC
Artefact Augmentation Kits, same as armour kits and Jewels but for artefacts.
Split these up between the different proffessions, Blacksmith and artificers get weapon augments, leatherworking, tailor, armouror, gets armour augments, alchemists and jewelcrafters get jewellery kits, whatever
Where the new enchantments come from at rank 8, well, personally i think they should be added to the loot tables from epic dungeons or something, not only from lockboxes. Gives a reason to do epics dungeons again, either as boss drops or from the chests or both.
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Comments
People will always find things to complain about, me included, but bringing back more choices when so much was removed shouldn't be one of them.
The maximum movement gained would be 30% from 10 legendary insignia and 1 enchantment, that's a lot of slots to sacrifice, but its an option
The maximum recovery speed would be 30%, from 10 leg insignias and 1 enchantment, again that's a lot to sacrifice for a 30% reduction on encounters, but still an option
The maximum AP gain would be 50%, bringing dailies down from 60 seconds roughly, to 30 seconds, nowhere near how fast they were in m15, but much quicker than they are now, but again, that is maximum option, and hardly optimal.
A mixture would be more ideal, and provide much more interesting builds, drawing away from the POWER in every slot.
Bottom line, most people want more choice back and creating a few new enchants and insignia using stats that are already in game seems like a simple solution
Not crazy about all your ideas but I like a lot of your suggestions.
I agree with a few of the other things, however:
I don't see them letting us craft insignias
Limiting the stacking of new enchants will likely lead to nerfing of the stacking of the ones we can stack.
Cost of insignia upgrades you propose is too high, making a blue should take no more than 2 green, and making a purple should be no more than 2 blues. As it is now, think getting to orange is too expensive, even if it is always a guaranteed upgrade.
I personally would like to see upgrade costs of enchants, insignias, and comps, come down before adding new enchants and insignias to the game. The quantity of enchants and insignias is borderline too high now.
Of course if we could slot regular enchants into the overload slots, then that couls open up some interesting builds too.
Sadly the cost to upgrade enchants wont come down, i wouldnt be surprised if half their revenue comes from pres wards and coal wards, just look at how many unbound stacks of 99s or for sale.
Adding new enchants i think is best all round, gives us as players more to aim for/grind for, and more options/build choices, and more reason for people to spend zen on refinement and wards, but either way, they were just ideas. Just something different would be nice at this stage, They spend all that time revamping the workshop and just left it to fester, and no i dont want mastercrafting as such, thats too selective, and i personally dont think crafting BiS items is a good thing for a game already short on group content, but enhancements im all for that