Shadowed Armor Enchantment, Level 14 - When you suffer damage, you gain +18% deflection bonus and +4% damage reduction for 8 seconds long. Effect stacks up to 8 times and ends up when you deflect an attack succesfully. When you deflect an attack with 8 stacks of Shadowed Armor, your armor stuns the nearest enemies for 2 sec. long, and put you in a Stealth mode for 4 sec. long.
Absolutely overpowered enchantment, which gives an absurd lots of benefits.
First, it stacks +4% damage reduction per stack, and can be stacked without cooldown, it is a way better in comparison with Negotiation Enchantment, which has only +1.6% per stack and has a cooldown of affecting you once per second. Totally, Negotiation gives you up to +16% total, versus Shadowed gives you up to +32% total, which is x2 times better.
Second, it also powerfully boosts your Deflection stats. +18% per stack, up to +144% when stacked to max, it literally raises Deflection stat x2.5 times. So after getting a several hits, rival player with Shadowed Armor will have his Deflection rate maxed out, no matter of your Accuracy. And with +32% damage reduction added, he is totally close to be immortal.
Third, additionally to opponent's immortality, when you attempt to hit him with a combat power, Shadowed Armor triggers and you got STUNNED and become vulnerable for any incoming damage without a chance to dodge it. Also, a stun effect from Shadowed Armor aborts your skill due you got controlled, so you actually completely do not hit your enemy, so he does not take any damage, but hey, he deflected it and his Shadowed Armor got triggered. That sucks.
And fourth, a Stealth effect. Isn't in a Trickster Rogue class property? Why shall everyone else has it? And hey, a Stealth effect from Shadowed Armor is a way better in comparison with TR's Stealth mechanic. Because you are invisible for 4 seconds long even if you are too close to your opponent, or even if you use your powers, you still are invisible at all.
This Enchantment is an ultimate overpowered thing, whick has no alternatives for PvP. When i check a lists of characters in PvP arena, i notice that 9 of 10 players use this Enchantment, which means everyone except me has it
Rarily i can see some players without Shadowed Armor, but because they simply cannot afford that yet, because the price of Shadowed Enchantment raised up to 13 millions AD. Or some players prefer to use lv.14 Soulforged Armor, which is bugged and gives you an 8 seconds of total immunity to any control and damage after you resurrected
Additionally, almost everyone uses another imbalanced thing - Sigil of Paladin
. Most certainly it is used after a Stealth mode from Shadowed Armor is activated. Sigil of Paladin gives +15% MORE additional Damage Reduction and also heals you very fast. And that is really annoying when you forcefully attempt to fight with your opponent and reduce his HP down to 10%, and his Stealth activates, he uses the Sigil of Paladin, drinks a PvP healing potion, and after 4 seconds - "Hello, i'm almost full-healed, u mad bro?". Regardless of Stealth has a 30 seconds cooldown, it is very easy to restack 8 stacks of Shadowed Armor, and your opponent will still be unkillable for you. Sigil of Paladin also heals everyone in range, so when a couple of players stays at the control point in Domination match, they can use their Sigils one after another and get a perma-health without clerics and potions. That may be funny, but that is so sad. And now AT LEAST 6 of 10 Domination participants wears Sigil of Paladin in active slot.
I repeat: up to 9 players uses Shadowed Armor, and at least 6 players uses Sigil of Paladin.
So really, these things are overpowered and must be nerfed ASAP. There is no pleasure when everyone is cheating with damage reduction, stealth and perma-heal.
I would like to suggest some fixes, as i like to see them.
First, reduce damage reduction bonus at Shadowed Enchantment in 4 times, from 4% to 1% at lv14 and gradually lesser at lv13 and lower. So, at lv14 it will be up to 8% damage reduction, which is 2 times lesser in comparison with Negotiation Enchantment, BUT in also boosts you Deflection, so it's OK. And adding "once per second" cooldown for stacking will be fine too. Duration of stacks must be also lowered from 8 to 3 seconds long. And of course, this Stealth and Stun thing must be removed completely. In total, we will get a normal balanced enchantment, which will be used to raise your PvP-survivability through Deflection boost, but not for this Stunning-Stealthing HAMSTER
Second, return back +20% damage reduction to Sigil of Paladin, BUT completely remove the healing effect of Sigil of Paladin in PvP. Just simply declare it as "Healing from this artifact does not affect in PvP"
, and we will get FINE artifact which raise your PvP-survivability through additional Damage Reduction, but not by this Perma-healing HAMSTER
Thanks for your attention. Getting your feedback is always a pleasure!