When will other enchants like lightning, flaming,.. get buffed? The current profits from these enchants (not vorpal/soul/bark/plague) are quite lame compare to the prices...
If you are granted a possibility to take one perfect weapon enchantment for free... What would u take?
Why did it have to be such a big difference of DPS between Vorpal and other enchants?
That would depend entirely on the character. My GF certainly isn't going to rock a vorpal and until I see how the OP plays I will reserve judgement, but I expect he won't either. My DC is still going to use a frost for the stun (yes, he can do much more damage with a vorpal), and my CW often does also - they contribute more to group play in many circumstances. My TR and SW do use vorpals. My HR uses a lightning enchant for the chain damage, particularly in target rich environments like Tiamat since it yanks EVERYTHING off the clerics with one shot.
The right to command is earned through duty, the privilege of rank is service.
They could make the chains based on character's power stat or st like that. So as ur character grows the profit grows by the same amount.
Dont u notice that no matter how powerful u are, no matter how much ur character has grown, the profit from lightning is still the same... Problem is that it isnt flexible... not just lightning but also, flaming, bile, and many many others.
Take a look back to vorpal, it is literally based on ur DPS, its flexible and gains its profit as u gains ur stat/dps...
the fact leads to the death of other enchant and the popularity of vorpal which is not fair...
You mean the fact that they work off of weapon damage? Of course. Other enchants remain useful, including those that debuff. Frost remains one of my favorites for the stun effect, and it has a nice visual also.
The right to command is earned through duty, the privilege of rank is service.
You mean the fact that they work off of weapon damage? Of course. Other enchants remain useful, including those that debuff. Frost remains one of my favorites for the stun effect, and it has a nice visual also.
I would like to see them all have secondary debuffs, that are stronger.
Bilethorn could have a -Heal
Lightning could have an arc which exposes unseen targets and damages those around the main target
Hey does anyone know if Terror is well suited to Fury SW? Fury SW and Terror has synergy because Terror is Necrotic dmg type. Would Perfect Terror enchant deal comparable damage with P. Vorp?
Hey does anyone know if Terror is well suited to Fury SW? Fury SW and Terror has synergy because Terror is Necrotic dmg type. Would Perfect Terror enchant deal comparable damage with P. Vorp?
The Fury capstone only procs from SW powers that deal necrotic damage. It does not proc from terror enchants.
The right to command is earned through duty, the privilege of rank is service.
I would like to see them all have secondary debuffs, that are stronger.
Bilethorn could have a -Heal
Lightning could have an arc which exposes unseen targets and damages those around the main target
Cold could have the -Rec it has and a -speed
Flame could have DoT -Def and a -block debuff.
And more!
While I think it would be great to a) see many enchantments buffed and b) have the option to turn off visuals, I'd also like them to be consistent thematically and not overpowered. Your idea is a good start.
The right to command is earned through duty, the privilege of rank is service.
I really like the idea of thematic enchantments. Debuffs are certainly important as well as dps boosting enchantments like Vorpal, but something more on the utility side like frost or holy avenger would be awesome. Something to build around besides damage or debuff would be fun, as it seems people fall into that.
those "minor" enchants ony have 1 problem and that is the "this can happen once every 60 seconds" and that is ofc after the "10% chance to proc" so you benefit from those enchants only once every minute and a half (ish)
main problem of other weapon enchants is that power arp and other offensive mods dont work on them while defensive mods deflect,def do work and because of this they are not to good
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aulduronMember, NW M9 PlaytestPosts: 1,351Arc User
edited January 2015
It is my understanding that lightning is only good when it's greater or perfect. I wasn't impressed by my normal, because it only chained once. Lower the damage and add more chains for lesser and normal.
For most of the others, ICDs should be shortened or eliminated. It would be nice if a Paladin could have a useful Holy Avenger.
Dont u notice that no matter how powerful u are, no matter how much ur character has grown, the profit from lightning is still the same... Problem is that it isnt flexible... not just lightning but also, flaming, bile, and many many others.
Take a look back to vorpal, it is literally based on ur DPS, its flexible and gains its profit as u gains ur stat/dps...
This is exactly the problem.
The more crit% you stack, and the more power you add (and it's easy to do nowadays, we were bumped from 13k to 20k max GS in a few modules), the better Vorpal becomes.
But most other enchantments are weapon damage bound. Weapon damage didn't really increase from release BiS (CN and such), a difference of like 10% with the current legendary artifact weapons. So old enchantments didn't scale, they mostly do the same damage/effect they did nearly 2 years ago. That's why Vorpal, for like 90% builds/classes (exceptions are classes with low base crit% like GFs, and some builds based on DoTs), is still the best choice.
All enchantments need a big rework to be brought in line with Vorpal, and be more scalable.
I mostly agree but I would also observe that those other enchants already have a use. When you ding 60 it takes quite a bit of time and/or money to stack crit and power to the point where Vorpal becomes really effective. Until then some of those other enchants are more effective. The choice also depends partially on whether you play solo or in a party. Anything that debuffs a boss is great in a party as everyone benefits from more dps.
But, yes, it would be nice to see more variety in the high-end player enchants.
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katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
edited January 2015
Instead of adding flat damage based on percentage of weapon damage, they should increase weapon damage itself. That way they would actually scale with abilities. I don't know if this would fix them all, but it's definitely a starting point.
It's funny this would never have been a problem if Vorpal didn't exist (at least in its current form(.
Armor enchantments need way more work, however. All this "you have a chance" and internal 60s cooldown nonsense should go. Some of them would already be much better if you could activate the effect on demand, whenever you want, not being at the mercy of RNG.
In general I feel like there should be more items with activated powers and abilities, it doesn't feel very D&D without it.
Instead of adding flat damage based on percentage of weapon damage, they should increase weapon damage itself. That way they would actually scale with abilities. I don't know if this would fix them all, but it's definitely a starting point.
It's funny this would never have been a problem if Vorpal didn't exist (at least in its current form(.
Armor enchantments need way more work, however. All this "you have a chance" and internal 60s cooldown nonsense should go. Some of them would already be much better if you could activate the effect on demand, whenever you want, not being at the mercy of RNG.
In general I feel like there should be more items with activated powers and abilities, it doesn't feel very D&D without it.
no one would spend a dime on enchantments if vorpal didnt exist.
weapon enchantments are all luckster and cause 0 dps increase. except for the tiny 10% from plague fire.
armor enchantments are a problem too, soulforged and to a certain extend perfect bloodtheft are the only one Worth something. some time ago even barkshield used to be good
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katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
If you want to actualize some enchantments by just making them squarely better then the other, - it isn't the right way cause it will just change their rank. If - let's say - Terror becomes most profitable for all - then all will have it. Same story.
To differentiate enchantments, one needs to make them most profitable for different setups (builds, PvE/PvP, classes, races). Only this way their efficiency will be spread but not concentrated around 1/2 BIS by default.
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katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
It is my understanding that lightning is only good when it's greater or perfect. I wasn't impressed by my normal, because it only chained once. Lower the damage and add more chains for lesser and normal.
For most of the others, ICDs should be shortened or eliminated. It would be nice if a Paladin could have a useful Holy Avenger.
Greater and Perfect Lightning are wonderful DPS and aggro enchants.
I agree that the ICD should be reduced on all enchants, both offensive and defensive. Holy Avenger is already a pretty useful enchant for the damage increase, but the ICD does limit its utility.
The right to command is earned through duty, the privilege of rank is service.
Comments
If you don't like the prices, take the time to build your own over time rather than spend all the AD on them.
fantastic compare to a non-vorpal one.
If you are granted a possibility to take one perfect weapon enchantment for free... What would u take?
Why did it have to be such a big difference of DPS between Vorpal and other enchants?
That would depend entirely on the character. My GF certainly isn't going to rock a vorpal and until I see how the OP plays I will reserve judgement, but I expect he won't either. My DC is still going to use a frost for the stun (yes, he can do much more damage with a vorpal), and my CW often does also - they contribute more to group play in many circumstances. My TR and SW do use vorpals. My HR uses a lightning enchant for the chain damage, particularly in target rich environments like Tiamat since it yanks EVERYTHING off the clerics with one shot.
Dont u notice that no matter how powerful u are, no matter how much ur character has grown, the profit from lightning is still the same... Problem is that it isnt flexible... not just lightning but also, flaming, bile, and many many others.
Take a look back to vorpal, it is literally based on ur DPS, its flexible and gains its profit as u gains ur stat/dps...
the fact leads to the death of other enchant and the popularity of vorpal which is not fair...
I would like to see them all have secondary debuffs, that are stronger.
Bilethorn could have a -Heal
Lightning could have an arc which exposes unseen targets and damages those around the main target
Cold could have the -Rec it has and a -speed
Flame could have DoT -Def and a -block debuff.
And more!
The Fury capstone only procs from SW powers that deal necrotic damage. It does not proc from terror enchants.
While I think it would be great to a) see many enchantments buffed and b) have the option to turn off visuals, I'd also like them to be consistent thematically and not overpowered. Your idea is a good start.
OK good to know, thanks
For most of the others, ICDs should be shortened or eliminated. It would be nice if a Paladin could have a useful Holy Avenger.
This is exactly the problem.
The more crit% you stack, and the more power you add (and it's easy to do nowadays, we were bumped from 13k to 20k max GS in a few modules), the better Vorpal becomes.
But most other enchantments are weapon damage bound. Weapon damage didn't really increase from release BiS (CN and such), a difference of like 10% with the current legendary artifact weapons. So old enchantments didn't scale, they mostly do the same damage/effect they did nearly 2 years ago. That's why Vorpal, for like 90% builds/classes (exceptions are classes with low base crit% like GFs, and some builds based on DoTs), is still the best choice.
All enchantments need a big rework to be brought in line with Vorpal, and be more scalable.
But, yes, it would be nice to see more variety in the high-end player enchants.
It's funny this would never have been a problem if Vorpal didn't exist (at least in its current form(.
Armor enchantments need way more work, however. All this "you have a chance" and internal 60s cooldown nonsense should go. Some of them would already be much better if you could activate the effect on demand, whenever you want, not being at the mercy of RNG.
In general I feel like there should be more items with activated powers and abilities, it doesn't feel very D&D without it.
no one would spend a dime on enchantments if vorpal didnt exist.
weapon enchantments are all luckster and cause 0 dps increase. except for the tiny 10% from plague fire.
armor enchantments are a problem too, soulforged and to a certain extend perfect bloodtheft are the only one Worth something. some time ago even barkshield used to be good
To differentiate enchantments, one needs to make them most profitable for different setups (builds, PvE/PvP, classes, races). Only this way their efficiency will be spread but not concentrated around 1/2 BIS by default.
Greater and Perfect Lightning are wonderful DPS and aggro enchants.
I agree that the ICD should be reduced on all enchants, both offensive and defensive. Holy Avenger is already a pretty useful enchant for the damage increase, but the ICD does limit its utility.