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Suggestion: Weapon and Armor Enchantments Rework.

todesfaelletodesfaelle Member Posts: 1,370 Arc User
edited January 2015 in PvE Discussion
Hello everyone, most specially the devs. Here's to me hoping some of you in the dev team get to see this idea that I'm pretty sure would make a lot of players happy, and I'm also positive that I'm not the first player who have thought of such an idea.

To sum things up, we need a rework to the existing Weapon and Armor Enchantments that we have in the game. Most of them are awfully bland and doesn't bring much to the table. We have a limited amount of viable choices for both types of enchantments, which also limits the play styles we can create with our builds. With Mod 6 coming, perhaps it would be possible to make a pass on the existing enchantments in the game and rework them as you guys see fit. Or maybe just introduce new, more creative Weapon and Armor Enchantments.

I will be remodeling most of the enchantments in which I think are too bland or too limited to properly function, so yeah. :) My line of thinking is that enchantments SHOULD be cool and exotic, and it should present a wide variety of possibilities for builds to take whenever you incorporate one in your build.

My ideas are as follows and I hope you like them!
Weapon Enchantments

Bilethorn: +3.8%/5.2%/6%/7.5% Poison damage. Each strike afflicts your enemy with "Poison" (max 30). Stacks last for 5 seconds and is refreshed per hit. Once the stacks reach 30, your foe is afflicted with the "Deadly Poison" status, taking 300%/325%/350%/400% of your Weapon Damage as Poison damage after 5 seconds. Deadly Poison can stack. Poison and Deadly Poison counts as a debuff and can be Cleansed.
- This mechanic would favor fast-hitting multiple-hit skills such as Duelist's Flurry, Ray of Frost, Dread Theft, Punishing Light, etc, A wide variety of sub builds can be created with the introduction of this Bilethorn rework.

Flaming: +6%/7.5%/10%/12% Fire damage. Your strikes burn your foes surrounding the target for 2%/2.5%/3.5%/4% of your weapon damage and adds a stack of "Flaming" on them. At the 10th stack, your target bursts into flames, damaging it and the enemies surrounding it for +6%/7.5%/10%/12% of your weapon damage as Fire damage for 3 seconds. This Damage Over Time stacks 3 times, and no new stacks of "Flaming" can be generated until the effect expires.
- This mechanic would favor AoEs that cover a decent amount of ground such as the GWF and CW AoEs.

Frost: +5.5%/6.9%/9.6%/11% Cold damage. Your strikes afflict your enemies with "Frost", and slows them by 4%/6%/8%/10%. This effect stacks 3 times and lasts 5 seconds, and is refreshed per strike. At the third stack, the Recovery Time of your afflicted opponent is reduced by 15%/20%/25%/30% for 3/3.5/4/5 seconds and no new stacks cannot be created until this effect expires.
- A better, more creative alternative to the 20 second cooldown associated with the original effect of the Frost Enchantment while adding some control utility to it. This would be a good defensive Weapon Enchantment to use in conjunction with support builds.

Holy Avenger: +9.4%/13%/15%/19% Radiant damage. Each strike to your foes adds a stack of "Holy Avenger" to you (max 60), increasing the amount of Radiant Damage you deal by an additional 0.1%/0.15%/0.2%/0.3% Radiant damage per stack. At the 60th stack, your Holy Avenger stacks are consumed and you and your nearby allies gain 5%/6.5%/8%/10% more Damage Resistance which lasts for 10 seconds. No new stacks of Holy Avenger may be added until this effect expires.
- Again, a better alternative to the 60 second cooldown that the original effect of Holy Avenger has right now. Such an effect would make this enchantment seem more like an "avenger", increasing the damage you deal with the enchantment over time. Reaching the 60th stack will feel rewarding for the entire party as it is a party-wide buff.

Lifedrinker: +4.4%/6.1%/7%/8.8% Necrotic damage then heal yourself for that amount. In addition, for every second you are in combat, you gain a stack of "Bloodlust," and gain additional stacks for every enemy (max 5) within 20'. Reaching 30 stacks grants you the "Bloodthirsty" buff, which increases your Encounter Recovery Rate by 10%/12.5%/15%/20% for 10 seconds. No new stacks of Bloodlust can be created while Bloodthirsty is active.
- Although Lifedrinker is good enough as it is, it would have been great if it provided a little something extra apart from the LS.

Lightning: +10%/12%/18%/20% Lightning damage. 50% for 0/1/2/3 chains. You generate 10%/15%/20%/30% additional Threat to enemies struck by your Lightning Chains for 2/3/4/5 seconds. Your Lightning Chains have a 10%/12.5%/15%/20% chance of interrupting your opponents.
- A weapon enchantment designed for tanking and taking as much aggro as possible, just like the current Lightning Enchantment we have in the game, only better and with cooler effects.
Armor Enchantments

Bloodtheft: Your armor pulses with an aura of Necrotic energy. Every 3 seconds, you steal the life essence of enemies surrounding you (10') by 5%/6.5%/8%/10% of your Weapon Damage as Necrotic Damage and replenish your HP by the same amount. This value is doubled when your HP is below 50%.
- Allowing your Armor Enchantments to deal damage which scales based on your Weapon Damage would allow players to increase the damage their Armor Enchantments make apart from improving its rank, thereby making the enchantment more viable.

Briartwine: Whenever you are struck, you deal Physical Damage equal to 6%/9%/12%/15% of your Weapon Damage back to your attackers.
- The same principle applies to this reworked Briartwine effect I thought of. This way we would have a more even baseline for the damage reflected back to our attackers.

Elven Battle: The fury of the Feywild courses through your body, allowing you to move 10%/13%/17%/20% faster. In addition, you are also more resilient to Slow and Immobilize effects, granting you 100%/150%/200%/300% resistance to it.
- Movement Speed is such an underrated stat in the game and there are a limited number of viable ways to improve our Movement, and this Enchantment should fix this problem. The potency of the Movement-impairing status debuffs have also been increased.

Fireburst: Your armor pulses with the smoldering heat of flames, pulsing 500/750/1000/1500 Fire damage every 10/9/8/7 seconds to enemies within 10'. In addition, when your HP is below 50%, Fireburst pulses twice as fast.
- I thought of Fireburst as a more DPS-oriented enchantment, dishing out a melee-ranged pulse every 10 or below at higher ranks. Such an enchantment would benefit the melee-ranged combatants that tend to be in the front lines a lot, and would like to do extra damage. Off-tanks such as Warlocks and GWFs who tend to have their HPs below 50% often would also benefit from such an enchantment.

Frostburn: You exude an aura that reduces the Recovery Time of your opponents within 10'/12.5'/15'/20' by 10%/12.5%/15%/20%, and slows them for 10%/12.5%/15%/20%.
- The enchantments so far have been melee-oriented. This one on the other hand is friendly to the squishy casters, as it aims to reduce the amount of strikes that gets landed to them, allowing casters to kite easier via slowing them down and reducing their cooldown recovery by a certain amount that improves with the level of the enchantment. This is a valuable support for Clerics who are in the front lines often as well, as it reduces the amount of strikes mobs make against your nearby allies.

Negation: Your damage resistance is increased by a flat amount of 5%/6.5%/8%/10%. In addition, strikes against you have a 10%/15%/20%/25% chance of repelling targets 5' back, and this effect goes through Control Immunity.
- Another caster-friendly Armor Enchantment. The idea behind this effect is similar to the CW's Severe Reaction, without the Stamina Regeneration and the distance limitation. This enchantment benefits ranged casters the most, as it may repel melee opponents as well as take ranged opponents out of range, forcing them to close in again. A completely defensive Armor Enchantment.

Thunderhead: Your armor pulses with the power of Lightning. When in Combat, you release a surge of Lightning to enemies within 10' once every 10/8/6/4 seconds for 2%/3%/4%/5% of your Weapon Damage as Lightning Damage. The surge of lightning has a 50% chance of arcing to 0/1/2/3 nearby enemies, dealing an additional 2%/3%/4%/5% of your Weapon Damage as Lightning Damage, and the threat you generate is increased by 5%/10%/15%/20% against targets struck by your lightning surge for 2/3/4/5 seconds.
- A tank-friendly buff for GFs and GWFs who want to maximize their threat gain, in order to make room for more flexible encounter choices. It's not an enchantment for the squishy casters, but greatly benefits those who have options for survival such as tanks and the "crafty" classes such as the TR.

And that's pretty much it.

TL;DR:

- Armor Enchants = AURAS! :o SELF BUFFS with 100% uptime!
- Weapon Enchants = Cool effects that activate with enough time or strikes in combat, not by chance.


I know my suggestions are a little extreme and I purposely made them like that in order to show people that there are a WIDE variety of effects our enchantments could have taken, provided that more thought was put into them before they were released into the game. We have a wonderful combat system with a massive array of possibilities that could be further broadened by introducing such exotic and unique mechanics in the game. It's just wrong not to do so, in my opinion.

And that's, all I wanted to show is that it's possible to create and think of Weapon and Armor Enchantments that's not completely overpowered but not as useless as the ones we have right now in the game (with the exception of Jesusforged). Is "coding" the problem? I for one don't think so as I believe the programmers of our game are talented individuals who excel at their craft. Just that there are too much backlog of content to work on, too little time for diligence.

What do you guys think? Do you have any rework ideas that you want to present to the devs or the community? Post away! It all starts with YOUR feedback and ideas.
Post edited by Unknown User on

Comments

  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    edited January 2015
    I like these ideas, however, I feel that the movement speed debuff/buff enchants may be a bit too much because movement speed is so important especially for melee classes. The movement speed is a good idea but 20-30% is a bit too much imo.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited January 2015
    The armor enchants simply need the cooldown removed or rework them into proc'ing after you lose a certain % of health.
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited January 2015
    Something definitely needs to be done, but I'd settle for reducing ICDs on weapon enchants. Lightning is good at high ranks, it just needs to be useful at lower ranks.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited January 2015
    Holy avenger is associated to DC due to radiant damage. Its current effect is to boost team DR and fulfill the role of protecting his allies. If this enchant go offensive to buff personal dps and boost team power, then what is the purpose of having another buffing enchant other than GPF which still serves better than new HA ??

    IMHO, the idea behind Holy Avenger should be focusing on buffing DR in an aoe with the user as the center. Its mechanic can be altered like increasing 2.5/5/7.5/10% DR for 2/3/4/5 seconds to allies in a medium aoe and give a stack per swing. When reached full stacks (roughly 1 min for 60 stacks), provides a temporary shield to further mitigate 2.5/5/7.5/10% damage for 10 secs. We dont need to remove away the only defensive weapon enchant to make another buff/debuff enchant.
  • edited January 2015
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  • todesfaelletodesfaelle Member Posts: 1,370 Arc User
    edited January 2015
    I was not aware of Holy Avenger's real DnD effects. Now that I am, however, it does make sense for it to remain as a defensive weapon enchantment.

    Let me tweak my original post a bit to create more proper effect for this enchantment and change the Power to Damage Resistance. I like the idea of an "aura" that protects allies!
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    I think generally the enchants should be more reliable and annoying ICDs have to be removed. This game plain sucks in its consistency and armor/wep enchants are no exception. Some are great, some are trash. And most of it has to do with ICDs.

    The cost of a Perfect Enchant has to come with a permanent and noticeable buff. Currently it's Vorpal/GPF/Flaming and Soulforge? And Flaming is probably only used because DoT enchant synergy with feats/powers have always been bugged in one way or another.
  • f2pmaf2pma Member Posts: 665 Arc User
    edited January 2015
    i dont like the idea of counting stacks so much
    but its in the right direction enchants need a rework
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited January 2015
    Tods, your Holy Avenger is even worse than the current version...

    Current: 15% DR for 10 sec every 60 sec
    New: 10% DR for 10 sec every 60 sec if 1 sec per at will swing

    I thought you will propose its passive ability as increase DR after swing but you nerfed the HA enchant...
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited January 2015
    . all these thousand sticks of damage of some encounters / class features, etc. will have a chance to cause slow / interrupt?
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited January 2015
    i would LOVE to see an enchantment rework.
    the only one worth something is vorpal
  • todesfaelletodesfaelle Member Posts: 1,370 Arc User
    edited January 2015
    jazzfong wrote: »
    Tods, your Holy Avenger is even worse than the current version...

    Current: 15% DR for 10 sec every 60 sec
    New: 10% DR for 10 sec every 60 sec if 1 sec per at will swing

    I thought you will propose its passive ability as increase DR after swing but you nerfed the HA enchant...

    I might have not made it clear enough, but each foe struck will contribute 1 stack of Holy Avenger. So if you combine this Enchantment to AoEs and or fast-ticking DoTs, both of which will tick Holy Avenger fast enough to keep the buff up for a significant amount of time. Or at least that's how I envisioned it to be.

    Please don't hesitate to post your ideas if you have any about Holy Avenger, Jazz. I'm sure you have one with you.
  • bjanubjanu Member Posts: 122 Bounty Hunter
    edited January 2015
    My suggestion would be - armor enchantment with semi stealth passive ability, camouflage - decreases the range at which you could be seen out of combat - would be lovely for possible snipe builds. 90, 80, 70 feet from the target or something like that.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited January 2015
    I assume the main carrier of this defensive enchant is tank and DC. For DC, we have quite a few powers like AS which is our core but doesnt do any damage. For at-will, from anointed champion perspective, if we slot BoB and ASeal we cant even ensure it will proc once every minute as our at will swing is slow. For damaging encounter, if we cant hit at least 3 targets per cast, we stack slower than casting at will. I dont think a 1/6 uptime for the enchant is any good. If we use those damaging encounter purposely for HA stacks, we will lose the benefit from more important powers like AS,BoH,Hw etc.

    IMO, it is better to make it working with a good base effect with some minor buff per stack. Providing a small constant amount of DR% for a few seconds and every swing will refresh the duration. The stack effect can be like blocking 2.5/5/7.5/10 damage per hit per stack, at full 60 stacks (which is normally 1 min+ for DC) will provide a total of 600 damage block per hit. All damage below 600 at perfect rank will not affect the bearer. When stacks is full, the stack effect is shared to nearby allies in a small radius and is kept for 10 seconds before it disappear, in the meantime, the max stack effects will take place for that 10 seconds. It can be either passive like stat increase or be an active skill: Generate a shield to absorb a total of X damage, shield expired after 10 sec or when the damage cap is reached, and heal the same amount to nearby allies in a small radius.

    BIS for Front Line GF and Sent GWF or any other character who likes to tank. Btw, you can also change the mechanic from dealing damage to taking damage. This is much more friendly to those tanks as they generate stacks very fast when attacked by group of mobs.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited January 2015
    Ill repost what I wrote in a thread about this about 7 months ago:

    DEVS: Future Weapon Enchant Proposal
    Crush,

    I know you saw my last thread and posted about making enchants a function of damage/cast time. I would STRONGLY suggest against that idea. Instead, I would propose you consider making weapon enchants a desired rough % damage increase and scaling ALL damage around this.

    The damage/cast time merely nerfs many enchants, not really making many useful, while the % damage change puts all enchants back on the table.

    HOW THIS WOULD WORK:

    Its clear to me, that the "range" of % increased damage from say a perfect enchant is targeted around the area of 8-10%. Perfect Bronzewood, is 16% damage boost, but has roughly a 50-70% uptime (depending on who it procs on and when). Things that have a "negative" impact on other users like "feytouched" are more 12% with 50% uptime (6%) with a DPS reduction on opponants.

    So INSTEAD of it being based on weapon damage, everything is based on "final" damage numbers.

    So for this Proposal, lets use this scale for "target" % damage:
    Lesser: 2.5%
    Normal: 5%
    Greater: 7.5%
    Perfect: 10%

    Then for subsequent effects: These numbers would be modified by roughly 60% for enchants like:
    Feytouched, Life Drinker etc.

    What this could look like for many enchants.

    Perfect Terror Enchant: The defense debuff is already in the range of 3-4%. So instead of attacks dealing an additional 12% WEAPON damage, this enchant deals an additional 4% of total damage as necrotic damage. The 3-4% debuff gives all party members the bonus, so 3%/.6 = 5% + 4% damage = 9% total (sometimes its 4% depending on defense in PVP so could also be north of 10% total) But you get the point.

    Perfect BilethornEnchant: Currently this does % weapon damage. The Proposal would be: Your attacks deal an additional 3.5% damage as poison damage, additionally your target takes 6.5% damage as poison after 4 seconds. Again the "normalization" here is around the 10% for perfects.

    Perfect Vorpal Enchant: This one is tricky because it scales off crit chance. For PVP this one is hurt a little more (due to lower crit and tenacity) compared to PVE. But I would try and assume an "average" crit chance of say 35%. Currently 50% crit severity = about 28.5% damage boost. so 35% of that = 9.975%. So actually this enchant is roughly inline with target. It provides zero party incentive and with critical diminishing returns and tenacity, its probably inline with goal.

    Perfect Life Drinker Enchant: Since this does damage + lifesteal, The number here should be a flat 6% (60% of 10%). So you attacks deal an additional 6% damage AND leach back 6% of damage as healing. Basically for "lifesteal" builds this works really well. Not AS much damage, but the healing is nice. (Example: a 5k encounter deals a bonus 300 damage - which the bonus 300 is also returned as healing as well.

    These are all just IDEAS. I really think this WAY of "normalization" will be the best way to approach this topic rather than trying to make this a function of "time". "Time" should be ideally already factored and balanced around end damage. Typically faster attacks deal less damage than slower ones, which deal less damage than encounters with CDs. Its already built that way.

    Crush/DEVs have said this is going to happen, so we might as well provide feedback now, so they dont waste time doing something people wont agree with.

    The REALLY nice thing about all this is how well it actually balances all enchants across all classes.

    (http://nw-forum.perfectworld.com/showthread.php?714771-DEVS-Future-Weapon-Enchant-Proposal&highlight=weapon+enchant) - This was closed by lewstelamon01 for no reason really....
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