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Transcendent Plague of Fire is very lackluster

seventhpillarseventhpillar Member, NW M9 Playtest Posts: 216 Arc User
edited May 2015 in Player Feedback (PC)
Please buff this up. At this level it should compete with Terror or Vorp but so far, it's not very good. Also, why change the plague fire to flaming damage?

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And then the much awaited aoe damage. It hits so low and with mobs with so much HP, it's not even an itch.

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Please fix this enchant so it's a viable alternative rather than a throwaway.
Post edited by seventhpillar on

Comments

  • ayrouxayroux Member Posts: 4,271 Arc User
    edited May 2015
    Please buff this up. At this level it should compete with Terror or Vorp but so far, it's not very good. Also, why change the plague fire to flaming damage?

    The old Terror enchant (Perfect) versus GPF (15% x 3) meant you could get 45% defense debuff as opposed to 20% on Terror.

    So the math was ~ double.

    For this reason the GPF needs to be buffed to this:

    Debuff stacks need to last a MINIMUM of 5 seconds (same with Terror).
    Debuff stacks need to be bumped to "Stacks 4x" on Pure and "Stacks 5x" on Trans.

    - Remove the AoE damage as this is GARBAGE.

    Now you have the Terror Enchant that requires NO stacking that does defense 40% and power 40%.

    OR

    You have the Trans Plague Fire that requires 5x stacking at the new maximum however reduces Defense 80% and NO power reduction.

    This atleast makes it much more viable as a debuffing enchant and requires more attacking in order to stack to its maximum capability.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    edited May 2015
    Agreed. The lack of balance among weapon and armor enchantments really calls into question why there are so many that essentially do the same thing. It's just like how the lack of balance among classes also punishes players for choosing HR or SW instead of CW, TR or GWF...
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited May 2015
    Agreed. The lack of balance among weapon and armor enchantments really calls into question why there are so many that essentially do the same thing. It's just like how the lack of balance among classes also punishes players for choosing HR or SW instead of CW, TR or GWF...

    They tried, but its clear multiple players worked on it and had different ideas of balance. Heck look at the **** negation enchant. It BLOWS AWAY any other armor enchant.


    However take that away and you make PVP a joke again with players who just nuke eachother. Negation is really almost what makes the entire module balanced.

    Just goes to show how bad it is, but they could EASILY split the difference.

    What I would do is make the negation buff last for like 20-30 seconds with a 45-60 sec "CD".

    Meaning you gain a 3% DR stack each time you are struck, the negation buff lasts 20 seconds once active. Then it can only happen once every 60 seconds. So it has a down time.


    THEN:

    Go to "Defense" and make that stat a 300:1 stat. Then go to AC and DOUBLE the effect of AC. Now everyone has more BASE DR.

    A player with 8k Defense currently now has only 20% Dr... Now would have ~27%.

    A player with 8% DR from AC would be up to 16% for a total DR boost of only about 15%, but it all adds up ALOT.
  • walk2kwalk2k Member Posts: 928 Arc User
    edited May 2015
    yes many enchantments were knocked out of whack with mod6 and the "new" HP reality. this was reported on preview, many times multiple pages of threads..

    but you're asking for a lot from a team that can't even make the character page work correctly.
  • seventhpillarseventhpillar Member, NW M9 Playtest Posts: 216 Arc User
    edited May 2015
    Well, let's keep this thread visible and perhaps they will take a second look at enchants. You can take a look at AH and can tell which one works and which one don't. I have to admit, it's doing better than flaming enchantment but come one, M5 atleast GPF was a contender but now irrelevant this mod.
  • seventhpillarseventhpillar Member, NW M9 Playtest Posts: 216 Arc User
    edited May 2015
    Also I would like to add, can you please, please, please, put the skin back the way it was on the greater? It looked awesome back then and now it just look like the lesser used to be. I know it's appearance but it had a very distinct one that I know a lot of players loved.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    Plaguefire has been designed for tanks, the dot is here to help them to maintain aggro. With the transcendent upgrade it's an aoe dot, which means it's even better. I'm assuming that, with such a character name, your character isn't a tank. :) Furthermore, there's no reason not to run a damage enchantment as a dps, debuffing is the tank's job.

    No enchantment should be good or viable for every class or every situation, or it becomes OP (see the vorpal). I'm sorry you purchased the wrong thing and upgraded it but that's your fault, not the designer's one. There's a test shard for this kind of things.

    Currently, trans plaguefire is good for two classes with one kind of build, ie, it's fine.
  • bushman1414bushman1414 Member, NW M9 Playtest Posts: 18 Arc User
    edited May 2015
    diogene0 wrote: »

    Currently, trans plaguefire is good for two classes with one kind of build, ie, it's fine.
    Well, this good to know, but can you now tell "class_name" and "build", there is also certain GWF -builds/skill -combos what slay eLoL end boss instantly... very entertaining to look.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited May 2015
    Enchants are unbalanced even more since "rework".
    Negation rule defensive enchants hands down.
    Vorpal and Terror rule weapon enchants.

    While no enchant should be best for every class and build, every enchant should be useful in both PvE and PvP equally.
    Right now, it is not.

    Devs must rebalance.

    Example:
    Negation 30% DR 100% uptime on separate layer vs resurrect every 75 seconds at 10k HP on soulforged, for PvP? Seriously?

    Can't ask players to buy one armor enchant for PvP, one for PvE, on top of dual equip for PvP and PvE, double enchants exc...Must also spend milions to get, let's say, a negation for PvP and a soulforged for PvE?
    Nonsense.

    Must balance enchants so on specific builds they can be all as strong as the others.

    Right now that's not the case and that's the reason why you see some enchants being used by everyone and some enchants being pretty much unused.
    Also enchants should be decided by playstyle, not force players to go for a specific enchants or they underperform compared to other enchants. Plain and simple.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited May 2015
    Well, this good to know, but can you now tell "class_name" and "build", there is also certain GWF -builds/skill -combos what slay eLoL end boss instantly... very entertaining to look.

    May be he refers to GWF destro since PF allows for insta-stack build in PvP (but also insta Negation stacks build up lol).
    Don't know the other.
    Plus terror is not much slower at building stacks and gives 25% more debuff on power+stun every 30s.

    Also to build destro stacks you still need to hit 4 times with PF (3x3=9, not enough, so 3x4=12, 2 extra unneeded stacks) while terror is 5 hits perfect (2x5=10, no extra stacks needed).
  • seventhpillarseventhpillar Member, NW M9 Playtest Posts: 216 Arc User
    edited May 2015
    diogene0 wrote: »
    Plaguefire has been designed for tanks, the dot is here to help them to maintain aggro. With the transcendent upgrade it's an aoe dot, which means it's even better. I'm assuming that, with such a character name, your character isn't a tank. :) Furthermore, there's no reason not to run a damage enchantment as a dps, debuffing is the tank's job.

    No enchantment should be good or viable for every class or every situation, or it becomes OP (see the vorpal). I'm sorry you purchased the wrong thing and upgraded it but that's your fault, not the designer's one. There's a test shard for this kind of things.

    Currently, trans plaguefire is good for two classes with one kind of build, ie, it's fine.

    First and foremost yes the toon I got it slotted right now is not a tank. If I wanted vorpal on it, I could have slotted my T.Vorpal. We good now? OK good. Now in the last previous mods, the PF has ALWAYS been an all around enchant. It even came close to vorpal back when vorpal was BiS and was equal to terror. But now it has lagged after the rework. Excuse me if not all of us conform to the cookie cutter. All am saying is give it a bump to make it competitive instead of forcing everyone onto the same mold. Tanks aren't the only one that benefit from DoT.
  • martianmnhuntermartianmnhunter Member, NW M9 Playtest Posts: 236 Arc User
    edited May 2015
    You complain about how OP negation is but you forget that soulforge has been dominating for almost 2 years now, yeah that's perfectly balanced.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited May 2015
    Soulforged dominated but was not that stronger than other enchants. Many times players SF back just to get killed again. Players used it cause it was more reliable overall but Barkshield was another good choice to get tankier and you would see bark userà at BiS level.
    Negation blows away other enchants by a huge margin in mod 6. Does not even compare. Everyone now walks around engulfed in a shiny sphere of light.

    Try to fight a negation user in pvp using, for example, soulforged.
    Resurrect at low hp every 75 seconds vs 30% dr on separate layer pretty much the whole fight?

    Plaguefire needs a buff too imho. And must stack in PvE like terror.
    I'd increase defense debuff to 20% per stack and power debuff to 10% per stack.
  • edited May 2015
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