Enchantments and runestones have gotten a boost with mod 6. Unfortunately lvl 61+ stat curves mean enchants are comparatively underpowered for what they are. Rather than manually tinker with enchants every time the level cap is raised, I propose the following:
Enchantments and runestones increase stats by percentages rather than flat bonuses. Enchants equipped in utility slots already behave this way. I propose expanding this behavior to encompass both offensive and defensive slots.
For example, Rank 10 radiant enchantments on live give:
+10% gold on utility
+300 power on offense
+1200 Hit Points on defense
Instead lets see:
+10% gold on utility
+10% power on offense
+10% Hit Points on defense
Enchants behaving this way solves quite a few problems. Gear scales with character level, so enchants effectively scale with you. Enchantments are just as useful at character level 10 as at level 60, level 70, and beyond.
Removing the ability to directly stack HPs makes other defensive stats suddenly worthwhile. At the moment no one bothers slotting anything but hit points in defensive slots.
Fragile classes no longer stack more hitpoints than melee fighter types. By relying on gear, PvP balance is somewhat easier to achieve.
By level 70 boons aren't worth the time or effort. However, increasing base stats, multiplied by enchantment percentages, makes them valuable again.
Pets with +stat active bonuses are worthless, but by increasing base stats they again have value.
Not really, it's the stat lines themselves that are making a lot of stats unwanted and inefficient. It's not the new level cap that is changing how efficient the stats are. Though we haven't seen level level 70 gear so that is something that will play a role.
Comments
Oranges and Tangerines....
Not really, it's the stat lines themselves that are making a lot of stats unwanted and inefficient. It's not the new level cap that is changing how efficient the stats are. Though we haven't seen level level 70 gear so that is something that will play a role.