I liked the adjustment to Holy Avenger, as it made Holy Avenger a legitimately useful enchantment for protecting your team. It would be perfect if Holy Avenger triggered on daily attacks only, but I'd rather see other weapon and armor enchants to have their effects tweaked to be useful.
Ehhh I would disagree with Flaming (and its clone Plaguefire) being useful.
Flaming and Plaguefire are theoretically supposed to occupy a middle ground as a jack of all trades, master of none style enchant. But Flaming and Plaguefire are jacks of all trades that is just incompetent in both damage and supporting, with the player almost always better off picking a more specialized enchantment.
Their DoT is very small, the Fire explosion has too long of an ICD to be useful, and the debuff on Critical Avoid boosts the rather underwhelming Critical hit side of the damage formula.
If you want damage, Bilethorn does 3x as much damage, Lightning is superior to all other weapon enchants on AoE, and Vorpal was the go to boost for Critical hits since forever. If you want to play supporter, Bronzewood offers a stronger damage increasing debuff, Dread (if fixed) would be similar to Bronzewood by reducing enemy defense, and Holy Avenger and Feytouched are better for surviving.
I would adjust Flaming to be more DPS oriented between the two fire type enchants. Let Flaming keep the Critical debuff, get rid of the Fire Explosion, and make Flaming give the player a flat 25 magnitude damage per hit.
Whereas I would adjust Plaguefire to be more support oriented between the two enchants. Let Plaguefire reduce enemy outgoing damage, Deflect Severity, and Awareness by 0.5% per stack.
Flaming's adjustment is to make it more of a generalist enchant than Bilethorn: you trade the stronger damage of BIlethorn for the immediate damage (25 mag immediately, rather than 40 mag after a 3 second delay) a very small increase chance to score Critical hits (the debuff). This makes Flaming decent at AoE and decent at single target, but not a specialist in either role.
Plaguefire's adjustment is such that it can stay as a jack of all trades debuffing enchant. You can debuff 3 different stats, but to compensate for its versatility, the debuff % itself isn't going to be as strong as more specialized options.
Barkshield is very bad for people expecting to get hit a lot, but is great for people that need to survive a small number of very large hits of damage. Ie, it sucks for tanks but is fantastic for healers and DPSers.
Prominence: Full rework, close to useless in current version.
I would reverse the way the effects of Prominence trigger: make attacks deal a flat 10 magnitude damage per hit. After gathering 20 stacks of Prominence, the player gains 10% of their HP (maximized at 100,000) as Temporary HP.
This would make Prominence a mix between a damaging weapon enchant and a Barkshield that the player carries in their weapon enchantment slot. Players that are confident in their survival would likely pick other weapon enchants with better damage or debuffing capabilities.
But players that want to be able to survive big hits, or want to proc "if you have Temporary HP" bonuses (and aren't using a Barkshield), Prominence is for them.
Terror:3000 awareness on daily activation, very weak compared to alternatives. Frost : Has control effect, needs more to compete with Bilethorn. Control effect makes up for lack of +/- stats due to insignia bonus synergy.
It would be cool if we had an Accuracy and Combat Advantage version of Vorpal.
I would suggest making Terror grant +7.5% CA damage to the player, while making Frost grant +10% Accuracy to the player.
I suggest 7.5% for the CA enchant and 10% for the Accuracy enchant, since CA is the second strongest offensive stat (after Power) while Accuracy is the 3rd strongest offensive stat (worse than Power/CA, better than Criticals). Vorpal should stay at 20% Critical Severity because a player needs to invest in twice as many stats to make Criticals work, hence why Vorpal gets twice as much of a bonus as the other enchants.
It really doesn't matter if Terror has the Accuracy boost and Frost the CA boost, but I think that Frost giving Accuracy and Terror giving CA works better with their flavor text.
Terror is flavored as inducing magical fear in your opponents and an enemy that's terrified of you is going to be less attentive in the ways you can strike from non-direct opportunities, hence why it grants bonus Combat Advantage to the player. Frost could be argued to grant player Accuracy (reducing enemy Deflect Severity) by making armor brittle from being frozen.
Soulforged:Nice resurrection effect, needs adjustment to secondary effect.
Fix the bug where Soulforged will give you twice as many Revive Sickness stacks from death. Right now, it is a penalty more than a bonus, as dying once will grant 2 stacks of Revive Sickness. You would be better off picking any other armor enchant that stops you from dying in general, or just not wearing an armor enchantment that penalizes you twice as much for dying.
If the bug is fixed, it's better, if still underpowered since anything that killed you will just poke you again and you die. But it is no longer a penalty to use, which is a start.
2
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Feedback: 1. More companions need accuracy. We have 7.5% for combat advantage, power, critical strike, critical severity but none for accuracy. Best they give is 3.8% of something and 3.8% of accuracy. 2. Make easier accessible food buffs - watermelon is currently the best choice for what it gives but anything that'd give 10% critical strike and accuracy - for example - would outshine watermelon. 3. Overloads from hell pit should add 5% directly to percentages rather than to ratings - accuracy and critical strike overload is at this point just useless. 4. Damage reduction and HP reduction from scaling at the current point is punishing for end game players. On live currently you can feel that you have worked towards something in every dungeon, right now you are put in a position that makes the progress and better items with the same powers redundant in scaled content. My suggestion is that instead of not letting damage and HP over a certain point in item level, just reduce returns. For example, if item level maximum for a dungeon is 30k, then for the next 10k points return damage and HP at 50% effectiveness and for anyone above 10k the effectiveness would be further reduced to 25%. At any point above that you would just not gain any bonus damage or HP.
I will add to this that there is no companion giving deflect chance 7.5% or awareness 7,5%. Also there is no enchantment power ( companion purple power) with increase to awareness or deflection severity.
Been testing the last few days with ACT, I have not taken flanking damage in any fight. I have run Ascension BHE many times solo and been totally surrounded, no flanking damage with no Knight's Rebuke heals. Seems to support the idea CA is turned off for mobs. Would like to test both CA damage as effected by my awareness, as well as test the function of Knight's Rebuke.
Survivor's Blessing is bugged as well, providing less HP heal/proc than Barbarian's Revelry.
My wife and I ran a new test today. We imported our mid-level characters to Preview, timed our run of a Lair Quest, then ran the same Lair on Live to compare. Level 39, Ebon Downs, the final Barrow for Drowned King.
I’m playing a Half-Orc Vanguard Fighter, and she’s playing a Wood Elf Warden Ranger. In both cases, similar Item Levels and similar equipment: the highest level Bounty equipment for the zone, with some slots filled with slightly better Quest Reward gear. Some green and White mounts and companions, the free ones. The Fighter did have 1 Epic quality Companion from Z store, 1 Epic quality Mount from Z Store, and the Ranger had 1 Legendary Mount from Z store. Everything else was just the free ones.
Sounds typical for most players leveling up, right? I don’t have exact build stats for you, but we’re semi-veteran Fantasy/MMORPG players, so the Tank has more defensive than offensive gear, but we didn’t spend a ton of Silver or AD on new gear because we know they’ll be replaced in a few levels. Some Professions crafted shirts and pants from my main.
Preview Run: 30 minutes, 2 full party wipes from double-group pulls, and each player used multiple Potion of Healing during combat. Each fight took on average 3 times longer than Live. Playing the tank, I was certain enemies were hitting me harder, about 1.5 to 2x harder. I had to use a lot more Daily powers to complete combats. Trash mob groups had to be carefully pulled to avoid a double aggro, and then Combat Advantage carefully used to speed up every fight, which is difficult if solo or in narrow halls. The Drowned King boss pulled off a life-steal from my tank, and watching an enemy heal 1/4 of their health bar was demoralizing after 3 full minutes of combat. My attempted interrupt failed. I could survive most of it with the potions being used, so long as my potion wasn’t on cooldown, which happened during the 2 wipes.
Live Run: 9 minutes, no wipes. No potions necessary, although I almost used 1 during the boss because my back was to the adds in the back of the room, and they were archers. If anything, the companions were weaker on Live because they weren’t fully leveled up yet.
Here’s the thing. I thought these Lairs were intended for solo play, but that bringing a party was optional. According to what I’m seeing on Mimic right now, that’s not the case. We could have made up the time by either bringing in someone of higher level, or forming a full Party of 5. With a healer to help alleviate the Potion use and additional DPS classes, I think we could have cleared faster. But I didn’t exactly have 3 extra friends hanging around at level 37-42 to test that. Someone who wasn’t doing the exact quest as us would have gotten no reward for their trouble but trash drops.
Is this the new normal? If it is, I’ll tell you this: the result is not a fun experience. It makes the whole game take longer, feel more tedious, and makes me want to log out and play something else. I was raised on some pretty grindy games (any Dragon Quest fans here?) so I expect to put it a fair amount of combat time to progress, but this doesn’t feel rewarding for the time invested.
OR, and this is my hope, is it possible the enemy defensive stats are set too high? In our experience, it's every enemy everywhere, so I wonder if it's in the percentages.
Went ahead and made a new character (CW) to see how this combat feels to new players. Figured we have enough people testing mid/endgame stuff.
If I were to start playing now in this context where it takes several seconds of atwill holding to kill a single zombie at the very start, I'd uninstall. I can barely make it passed the intro due to how weak I feel and how slow everything is (compared to how it used to be, that is). An encounter should be enough to kill a mob or single enemy. An at-will or two should be enough, as well.
The early part of the game should be enticing and fun; not feel like a chore. I know we have some early game stages revamps on the way, but in the mean time I hope this bit of the experience is tweaked further.
Please add a label for mount powers which provides a detail on the mount of origin.
For example, I have no clue which of my many mounts has given me the "Opportunistic" mount power. I want to increase the stats of the power but I have no idea which mount I need to upgrade.
I suggest replacing the word "mount", listed on the right-hand side of the mount power, with the name of the mount supplying the power. Further, I think it would be helpful to list the mount power on every mount within the stable as well.
Can someone confirm if the augmentation companions are bugged, in my tests there is only the pup bulette gives back the stats, but not the other augmentation companions!
> @toxov#5965 said: > Can someone confirm if the augmentation companions are bugged, in my tests there is only the pup bulette gives back the stats, but not the other augmentation companions!
I tested Chicken, Bulette, Gel Cube and Deepcrow. All working as intended.
> Can someone confirm if the augmentation companions are bugged, in my tests there is only the pup bulette gives back the stats, but not the other augmentation companions!
I tested Chicken, Bulette, Gel Cube and Deepcrow. All working as intended.
owlbear cub is not working as intended, neither is quasit. In companion thread I tested bulette pup to be working correctly though.
1. The collection shows an uncommon and rare Golden Memories artifacts. These items have never existed in the game. Either remove from collections are add these items in the game to correct.
2. The collections shows an uncommon Decanter of Atropal Essense. This item has never existed in the game. Either remove from collections or add this item to loot tables to correct this bug.
3. The collections shows a Redeemed Fallen companion. This item has never existed in the game. Either remove or add to loot tables to correct.
4. The collections shows the Elemental Elven Ward Ring, Ward Necklace, Ward Belt, Elemental Elven Assault Necklace, Ring, and Belt. These have never existed on PS4. Either remove from collections or add to loot tables to correct.
5. The collections shows Battlefield Executioners Hood, Coat, Bracers, Gaiters, Battlefield Duelist Hood, Coat, Bracers, and Gaiters. These have never existed on PS4. Either add to loot tables or remove from collections to fix this bug.
6. The Corrupted Black Ice Weapons were never available on PS4. The collection hides these items which makes it impossible to complete the Icewind Dale collections. Either add these items to loot tables or remove from collections to fix this bug
@noworries#8859 The feat “Striking Advantage” on the Arcanist states it has a 20% chance to proc but is only proccing at about a 5% chance. Is there any word on this being fixed? It’s been bugged since around May earlier this year.
The 8% bonus dmg every weapon enchant has seems to be hitting very low, I've tested on bilethorn, lifedrinker, vorpal, and frost, all of them did either 0 dmg or extremely low numbers.
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
dread enchant debuff do not work my effectiveness stays 66,7%.
Not sure how to change the post so that it highlights a bug, but it seems as though Shadowclad isn't working properly. I natively have around 58% deflect, and when I let mobs hit me, neither my deflect or damage resistance stats or percentages changed. Not sure what is happening, but I was consistently going into stealth suggesting that the shadowclad had reached 8 stacks. The probability that I would consistently reach eight stacks without any deflection when I would normally deflect 58% of the time would trend towards nil, especially since it was a repeated occurence.
> @jman3l#5579 said: > owlbear cub is not working as intended, neither is quasit. In companion thread I tested bulette pup to be working correctly though.
What’s they do to owl bear cub? I was hoping it’d be feasible
Equipping a mount collar will raise your Item Level, but does not add the combined rating to your stats.
Also I think the combined rating on mount collars should be increased to 80% or 90% of the collar's Item Level to be in-line with other sources of combined ratings. The bonuses from the collars are equal to the bonuses from rings. The bonus from the collars are offset by the fact that collars give way too much IL with respect to the amount of stats they provide.
Additionally the large item level of collars raises stat caps decreasing the effectiveness of all stats. Also consider that only 4 out of the 5 collar types actually have an impact in combat. Max Item Level doesn't matter when over 90% of the dungeons are scaled content. Having 51.4k IL vs having 52k IL doesn't matter when entering scaled content. It is better for me to unequip mount collars to lower my Item Level and thus raise my stat Percentages so that when I am in scaled content (Item Level 40k and lower) I have the maximum amount of damage and stats.
On a somewhat related note, Mount Combat Power's Provide 3000 IL when maxed out with 10 mythic mounts, but give no combined rating. Because of the combat power, the argument can be made that mount combat powers don't need Item Level, but an argument could be made for the other side that if something provides Item Level, it should also provide some combined rating to offset the stat cap increase. Something to consider...
Mount Equip powers like Dominant force, rapid recovery, opportunistic, and stalwart should be changed to percent bonuses to prevent diminishing returns. Unlike with gear and enchantments where I expect that devs will be introducing new gear and ranks every few updates, mounts are unlikely to see another rarity increase any time soon. As time passes, these bonuses will provide less and less overall value to a character.
Equipping a mount collar will raise your Item Level, but does not add the combined rating to your stats.
Also I think the combined rating on mount collars should be increased to 80% or 90% of the collar's Item Level to be in-line with other sources of combined ratings. The bonuses from the collars are equal to the bonuses from rings. The bonus from the collars are offset by the fact that collars give way too much IL with respect to the amount of stats they provide.
Additionally the large item level of collars raises stat caps decreasing the effectiveness of all stats. Also consider that only 4 out of the 5 collar types actually have an impact in combat. Max Item Level doesn't matter when over 90% of the dungeons are scaled content. Having 51.4k IL vs having 52k IL doesn't matter when entering scaled content. It is better for me to unequip mount collars to lower my Item Level and thus raise my stat Percentages so that when I am in scaled content (Item Level 40k and lower) I have the maximum amount of damage and stats.
On a somewhat related note, Mount Combat Power's Provide 3000 IL when maxed out with 10 mythic mounts, but give no combined rating. Because of the combat power, the argument can be made that mount combat powers don't need Item Level, but an argument could be made for the other side that if something provides Item Level, it should also provide some combined rating to offset the stat cap increase. Something to consider...
Mount Equip powers like Dominant force, rapid recovery, opportunistic, and stalwart should be changed to percent bonuses to prevent diminishing returns. Unlike with gear and enchantments where I expect that devs will be introducing new gear and ranks every few updates, mounts are unlikely to see another rarity increase any time soon. As time passes, these bonuses will provide less and less overall value to a character.
I agree with this. Collars should provide 90% of the item level in combined ratings, at each collar rank. So 900 combined rating at 1000 IL mythic, etc. I also agree that the mount equip powers that give stats should be % instead of rating. Make the 4500 = 4.5% of whichever stat.
I definitely agree on that mount bonuses should give percentage stats, not ratings. We can consider them as counterparts of companions, and companions give percentage stats. As its said above, mount and companion levels will not increase with each mod, so it is better for them to have percentage stats. Things like gear, enchantments, runestones, their level/bonuses can increase with new mods, as you introduce new contents.
Also just a small feedback, maybe make Weapon and Armor enchantment max ranks to 15 aswell? To make it equal as other enchantments. To prevent confusion on max rankings being 14 versus 15. You do not really need to add a new level of rank, you could just rename the ranks by adding +1 to their ranks.
Comments
Flaming and Plaguefire are theoretically supposed to occupy a middle ground as a jack of all trades, master of none style enchant. But Flaming and Plaguefire are jacks of all trades that is just incompetent in both damage and supporting, with the player almost always better off picking a more specialized enchantment.
Their DoT is very small, the Fire explosion has too long of an ICD to be useful, and the debuff on Critical Avoid boosts the rather underwhelming Critical hit side of the damage formula.
If you want damage, Bilethorn does 3x as much damage, Lightning is superior to all other weapon enchants on AoE, and Vorpal was the go to boost for Critical hits since forever.
If you want to play supporter, Bronzewood offers a stronger damage increasing debuff, Dread (if fixed) would be similar to Bronzewood by reducing enemy defense, and Holy Avenger and Feytouched are better for surviving.
I would adjust Flaming to be more DPS oriented between the two fire type enchants. Let Flaming keep the Critical debuff, get rid of the Fire Explosion, and make Flaming give the player a flat 25 magnitude damage per hit.
Whereas I would adjust Plaguefire to be more support oriented between the two enchants. Let Plaguefire reduce enemy outgoing damage, Deflect Severity, and Awareness by 0.5% per stack.
Flaming's adjustment is to make it more of a generalist enchant than Bilethorn: you trade the stronger damage of BIlethorn for the immediate damage (25 mag immediately, rather than 40 mag after a 3 second delay) a very small increase chance to score Critical hits (the debuff). This makes Flaming decent at AoE and decent at single target, but not a specialist in either role.
Plaguefire's adjustment is such that it can stay as a jack of all trades debuffing enchant. You can debuff 3 different stats, but to compensate for its versatility, the debuff % itself isn't going to be as strong as more specialized options. Barkshield doesn't need adjustment.
Barkshield is very bad for people expecting to get hit a lot, but is great for people that need to survive a small number of very large hits of damage.
Ie, it sucks for tanks but is fantastic for healers and DPSers. I would reverse the way the effects of Prominence trigger: make attacks deal a flat 10 magnitude damage per hit. After gathering 20 stacks of Prominence, the player gains 10% of their HP (maximized at 100,000) as Temporary HP.
This would make Prominence a mix between a damaging weapon enchant and a Barkshield that the player carries in their weapon enchantment slot. Players that are confident in their survival would likely pick other weapon enchants with better damage or debuffing capabilities.
But players that want to be able to survive big hits, or want to proc "if you have Temporary HP" bonuses (and aren't using a Barkshield), Prominence is for them. It would be cool if we had an Accuracy and Combat Advantage version of Vorpal.
I would suggest making Terror grant +7.5% CA damage to the player, while making Frost grant +10% Accuracy to the player.
I suggest 7.5% for the CA enchant and 10% for the Accuracy enchant, since CA is the second strongest offensive stat (after Power) while Accuracy is the 3rd strongest offensive stat (worse than Power/CA, better than Criticals). Vorpal should stay at 20% Critical Severity because a player needs to invest in twice as many stats to make Criticals work, hence why Vorpal gets twice as much of a bonus as the other enchants.
It really doesn't matter if Terror has the Accuracy boost and Frost the CA boost, but I think that Frost giving Accuracy and Terror giving CA works better with their flavor text.
Terror is flavored as inducing magical fear in your opponents and an enemy that's terrified of you is going to be less attentive in the ways you can strike from non-direct opportunities, hence why it grants bonus Combat Advantage to the player. Frost could be argued to grant player Accuracy (reducing enemy Deflect Severity) by making armor brittle from being frozen. Fix the bug where Soulforged will give you twice as many Revive Sickness stacks from death.
Right now, it is a penalty more than a bonus, as dying once will grant 2 stacks of Revive Sickness. You would be better off picking any other armor enchant that stops you from dying in general, or just not wearing an armor enchantment that penalizes you twice as much for dying.
If the bug is fixed, it's better, if still underpowered since anything that killed you will just poke you again and you die. But it is no longer a penalty to use, which is a start.
I will add to this that there is no companion giving deflect chance 7.5% or awareness 7,5%. Also there is no enchantment power ( companion purple power) with increase to awareness or deflection severity.
I have run Ascension BHE many times solo and been totally surrounded, no flanking damage with no Knight's Rebuke heals.
Seems to support the idea CA is turned off for mobs.
Would like to test both CA damage as effected by my awareness, as well as test the function of Knight's Rebuke.
Survivor's Blessing is bugged as well, providing less HP heal/proc than Barbarian's Revelry.
If I were to start playing now in this context where it takes several seconds of atwill holding to kill a single zombie at the very start, I'd uninstall.
I can barely make it passed the intro due to how weak I feel and how slow everything is (compared to how it used to be, that is).
An encounter should be enough to kill a mob or single enemy.
An at-will or two should be enough, as well.
The early part of the game should be enticing and fun; not feel like a chore.
I know we have some early game stages revamps on the way, but in the mean time I hope this bit of the experience is tweaked further.
For example, I have no clue which of my many mounts has given me the "Opportunistic" mount power. I want to increase the stats of the power but I have no idea which mount I need to upgrade.
I suggest replacing the word "mount", listed on the right-hand side of the mount power, with the name of the mount supplying the power. Further, I think it would be helpful to list the mount power on every mount within the stable as well.
Thanks for your consideration.
> Can someone confirm if the augmentation companions are bugged, in my tests there is only the pup bulette gives back the stats, but not the other augmentation companions!
I tested Chicken, Bulette, Gel Cube and Deepcrow. All working as intended.
1. The collection shows an uncommon and rare Golden Memories artifacts. These items have never existed in the game. Either remove from collections are add these items in the game to correct.
2. The collections shows an uncommon Decanter of Atropal Essense. This item has never existed in the game. Either remove from collections or add this item to loot tables to correct this bug.
3. The collections shows a Redeemed Fallen companion. This item has never existed in the game. Either remove or add to loot tables to correct.
4. The collections shows the Elemental Elven Ward Ring, Ward Necklace, Ward Belt, Elemental Elven Assault Necklace, Ring, and Belt. These have never existed on PS4. Either remove from collections or add to loot tables to correct.
5. The collections shows Battlefield Executioners Hood, Coat, Bracers, Gaiters, Battlefield Duelist Hood, Coat, Bracers, and Gaiters. These have never existed on PS4. Either add to loot tables or remove from collections to fix this bug.
6. The Corrupted Black Ice Weapons were never available on PS4. The collection hides these items which makes it impossible to complete the Icewind Dale collections. Either add these items to loot tables or remove from collections to fix this bug
Was this intended?
The 8% bonus dmg every weapon enchant has seems to be hitting very low, I've tested on bilethorn, lifedrinker, vorpal, and frost, all of them did either 0 dmg or extremely low numbers.
> owlbear cub is not working as intended, neither is quasit. In companion thread I tested bulette pup to be working correctly though.
What’s they do to owl bear cub? I was hoping it’d be feasible
> This has been fixed in a recent patch. All augments are now correctly granting their stats . Owlbear cub is great.
Yeap I jump from bullet to owlbear
Bugs on Augments companions:
- Ioun Stone of the Feywild
Doesn't provide statistics
Bugs on others companions:
- Hawk
Hawk's Instincts provide double statistics
Other bugs:
- Empowered Chain of Scales
Visage of Dendar buff has no description which is supposed to be "Increased Awareness"
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
make this masterwork gear bonus accuracy and movement to other contributions to be viable choice.
ALSO change the masterwork rings too to give % to other contributions.
goristro's horns duration do not refresh for the next stack instead each stack has its own duration.
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
Also I think the combined rating on mount collars should be increased to 80% or 90% of the collar's Item Level to be in-line with other sources of combined ratings. The bonuses from the collars are equal to the bonuses from rings. The bonus from the collars are offset by the fact that collars give way too much IL with respect to the amount of stats they provide.Mount Collars do not apply their Combined Rating.
Equipping a mount collar will raise your Item Level, but does not add the combined rating to your stats.
Additionally the large item level of collars raises stat caps decreasing the effectiveness of all stats. Also consider that only 4 out of the 5 collar types actually have an impact in combat. Max Item Level doesn't matter when over 90% of the dungeons are scaled content. Having 51.4k IL vs having 52k IL doesn't matter when entering scaled content. It is better for me to unequip mount collars to lower my Item Level and thus raise my stat Percentages so that when I am in scaled content (Item Level 40k and lower) I have the maximum amount of damage and stats.
On a somewhat related note, Mount Combat Power's Provide 3000 IL when maxed out with 10 mythic mounts, but give no combined rating. Because of the combat power, the argument can be made that mount combat powers don't need Item Level, but an argument could be made for the other side that if something provides Item Level, it should also provide some combined rating to offset the stat cap increase. Something to consider...
Mount Equip powers like Dominant force, rapid recovery, opportunistic, and stalwart should be changed to percent bonuses to prevent diminishing returns. Unlike with gear and enchantments where I expect that devs will be introducing new gear and ranks every few updates, mounts are unlikely to see another rarity increase any time soon. As time passes, these bonuses will provide less and less overall value to a character.
Also just a small feedback, maybe make Weapon and Armor enchantment max ranks to 15 aswell? To make it equal as other enchantments. To prevent confusion on max rankings being 14 versus 15. You do not really need to add a new level of rank, you could just rename the ranks by adding +1 to their ranks.