please rebalance the weapon and armor enchantments. I mean, most of the enchantments aren't really used and this is too bad, because the effects in itself might be useful.
How many people do you know who run with Vorpal, Plague Fire or even Terror and Soulforged?
And how many people do you know who run another pair of enchantments?
For clarification: I wouldn't want the Vorpal, Plague Fire and Terror and Soulforged Enchantments to be nerfed - I would like the other enchantments to be buffed / rebalanced to be more useful.
I know this is a big task, but since I didn't find a specific suggestion for rebalancing, I made this thread.
Greater Negation on my GF's armor and Perfect Bronzewood on his weapon.
Greater Thunderhead on my GWF's armor and Greater Plague fire on his weapon.
Frost on my CW's weapon and Loamweave on his armor.
Greater Holy Avenger on my DC's weapon and Loamweave on his armor.
Plague Fire on my TR's weapon and Thunderhead on his armor.
Sure, I'd love for them all to be perfect and to have vorpals on my TR, GWF, and CW specifically. But we can't always afford those, do well enough with RNG drops, or play enough to beat the odds. There are plenty of viable uses for other enchants (besides selling them for insane amounts of AD in the AH - the prices since the server merge are crazy) that may not be "perfect" but are still more than good enough. Building a hate tank with a Lifedrinker is a solid way to go.
The right to command is earned through duty, the privilege of rank is service.
Not uncommon:
- Brilliant Energy
- Flaming
- Feytouched
- Thunderhead
- Briartwine
Rare:
- Bilethorn
Used for visuals:
- Fireburst
- Frost
- Frostburn
- Loamweave
It is hardly surprising that the older enhancements are more in use. There are a lot more of them for a start.
So, what exactly are you proposing is "rebalanced"? And are you seriously proposing that the entire game is rebalanced regardless of the HUGE personal time and money investments made by the whole playerbase as well as designers. You do realise that gear changes all the time and so the only thing that matters long term in this game are enhancements?
In addition, many players have no idea about the differences between the enhancements and which are more effective for their specific circumstances (believe me when I say it makes a big difference to take account your own circumstance and playstyle!). They just pile on the bandwagon for what some guide or guild person tells them. This is mostly because there is no convenient way to try out different enhancements. Are you going to change a game just because X or Y is Flavor of the Month until a player with half a brain does some proper testing?
Personally, the only change I would make is to turn Frost and Frostburn into useful enhancements in their own right since their effect literally has no use at all. Bilethorn is not used just because there are better alternatives out there and more obvious visuals (though I quite like the green dripping personally).
I have no idea about Loamweave. It could be suffering from problems of the other Feywild enhancements not working or stop working or have the usual huge internal cooldowns, especially at higher ranks. That said, it looks supercool, especially on manly GWFs (since they have huge arms)!
So, what exactly are you proposing is "rebalanced"? And are you seriously proposing that the entire game is rebalanced regardless of the HUGE personal time and money investments made by the whole playerbase as well as designers.
If none of the better enchantments are nerfed (which I proposed), the "HUGE personal time and money investments" from the players won't go to waste.
You do realise that gear changes all the time and so the only thing that matters long term in this game are enhancements?
I do. But if you see in a game that some enchantments in comparison (examples will follow) with other ones simply suck, I would like a change for them. Same for gear. I don't get why enchantments should be excluded from this logic. Unbalance is never good in my opinion. Perfect balance is hardly achieveable, but you can at least come close.
Are you going to change a game just because X or Y is Flavor of the Month until a player with half a brain does some proper testing?
Change a game? I'm suggesting a buff for (in comparison) weaker enchantments. You make it sound like a step towards better balance will "totally break the game". I don't understand that.
And you can have brain and the will to test all you want to - if you lack the required (huge amount of) money, you simply can't test and experiment with enchantments best suiting your build / playstyle. And this is such a shame.
Examples:
- Frost and Frostburn enchantments (you already mentioned they are very weak)
You did some numbers crunching yourself in this thread .
They could have so much potential to disable an opponent, if these cooldowns wouldn't be so high. Or the time so short. I mean, it seems like nobody even got a Perfect Frost Enchantment (description missing)! Probably because most people will read the description and will just realise that this enchantment simply isn't worth it.
Example balance change: 20% / 30% / 40% / 50% longer cooldowns for 5 seconds once every 10 seconds. Not stacking per enchantment of course.
- Armor Enchantments vs. Soulforged
- Thunderhead
To restricted with the critical hit part. Example balance change: Cancel the "criticial hit" part and reduce therefore the chance (5% / 8% / 12% / 15%)
- Briartwine
4% reflected on PERFECT? This is ridiculous. Example balance change: 5% / 10% / 15% / 20% reflected
In my opinion not many enchantments can challenge Soulforged. Barkshield seems okay; same with Elven Battle. But I really don't know about the usefulness of the rest in comparison.
My view on it:
- Vorpal
Pretty straightforward, gives you a theoretical extra dmg/healing of 0.12/0.25/0.37/0.5 of your (actual) crit rate. Genreally quite good, a Greater gives you about 13% more damage/healing with 35% crit. (Crit is also quite easy to stack for most offensive classes.)
- Soulforged
Found it a tad unreliable, not sure how exactly it's actually procced, but it works, and when it proccs it's really strong.
- Plague Fire
As far as I know the Greater still don't stack, and it's a debuff of their defense stat, not migration, so a greater would give about 3% more dmg/stack on standard trash. Dev. post on the matter:
Hey, wanted to touch on some confusion. This enchantment directly reduces Defense, not Mitigation. On critters this is roughly 3% from Greater Plague Fire. The 45% Defense debuff will account for about 9% of their defense. As far as stacking, we have identified why they no longer stack properly and are working on a fix right now, but I don't have an ETA for that. Thanks!
- Holy Avenger
It's ok, not great, damage is quite low (Should be around 90/125/145/180 per hit w/ Femorian GWF mainhand (Highest weapon damage in-game), and so is proccrate (5/10/15/20%, 10s Duration, 1 min CD) but does what i says it will.
- Negation
Gives you DR (5/10/20/25%, 4/5/6/7s duration), decent procrate (5/10/15/20%), it's nice if you like these kinds of things.
- Barkshield
Does what it says, kind of attractive, but Negation/Soulforged are stronger picks imo.
- Lifedrinker
Half the extra damage of Holy Avenger basicly, but you new get it as passive lifesteal, seen of GWF's in PvP for obvious reasons.
- Bronzewood
Suffers from the same as Plaguefire, but here it's clear in the tooltip, fail to really see the point in this one.
- Terror
Suffers from the same as Plaguefire as well, and the 12% weapon damage isn't really helping it redeem itself in my eyes.
- Lightning
Bonus 10/12/18/20% weapon damage, with chance for chaining, not that bad really.
- Bloodtheft
Gives you a chance to deal damage to attackers when under 50% HP, and heal that amount, decent if you like tanking.
- Elven Battle
Does this work yet?
- Flaming
6/7.5/10/12 weapon damage as bonus on-hit and 2/2.5/3.5/4% per second weapon damage as a DoT over 3 seconds.
- Feytouched
Not sure, kinda interested in how it works on multiple targets hits at once tho. (Imagine a CW who bugs it to 5 stacks via steal time, then uses shard with +60% dmg.)
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slayorianMember, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
The biggest problem is that many are only useful once every 60 seconds. And, unless that one use is amazingly awesome (soulforged) then the enchant is basically worthless.
Enchants like lifedrinker, vorp, bronze, and plague are FULLY useful at all times, which is why they aren't garbage like the rest.
The biggest problem is that many are only useful once every 60 seconds. And, unless that one use is amazingly awesome (soulforged) then the enchant is basically worthless.
Enchants like lifedrinker, vorp, bronze, and plague are FULLY useful at all times, which is why they aren't garbage like the rest.
I think can't say the others are garbage without fully testing them. Feytouched has a 50% uptimes, 1 hit with an encounter leaves a 12% damage debuff and 12% damage buff on you. It would be nice if this buff stacked multiple times, but that would be overpowered. I use it on my CW to reduce add damage when they are not being cc'd (because cw aggro is like the old dc aggro), and on my dc in pvp. There's some other benefits to it which I won't say, but let's just say it belongs to the list of the better enchants.
Flaming is also another enchant that could be useful, however, the damage bonus that it does is so awful that it is not even worth using. A lot of the old enchants need a rework (frost) or major damage boost. Flaming is like the crappier version of plaguefire b/c it does not debuff.
Flaming is also another enchant that could be useful, however, the damage bonus that it does is so awful that it is not even worth using. A lot of the old enchants need a rework (frost) or major damage boost. Flaming is like the crappier version of plaguefire b/c it does not debuff.
Funny you should say that. But have you actually tested Flaming, especially on a Fighter class, which benefit least from Vorpal?
Even theoretically, it is obvious that the main source of damage for GPF, for example, is not its debuff but by far its stacking DoT (more than three times more). Flaming's DoT is larger and stacks. With equivalent stacking, Flaming's overall damage is higher than the current (broken) GPF. Obviously, it would all just be personal dps with no direct group benefit, unlike GPF, but hardly "awful" by any stretch of the imagination.
GPF and Terror just happens to be more useful on a CW than Flaming because no other class can put a 3%-4% party wide target debuff on as many targets continually. Also, it is a little harder to ensure multiple stacks with a CW (unless they are a Chilling Cloud aoe spec, I imagine) than a Fighter striking with their weapon. However, even without stacking both GPF and Flaming beat the sustained dps benefit of most other enhancements (except Vorpal and Lightning).
Like you originally said, these things need to be tested properly and the vary a LOT depending on class, build, context and playstyle.
Funny you should say that. But have you actually tested Flaming, especially on a Fighter class, which benefit least from Vorpal?
Even theoretically, it is obvious that the main source of damage for GPF, for example, is not its debuff but by far its stacking DoT (more than three times more). Flaming's DoT is larger and stacks. With equivalent stacking, Flaming's overall damage is higher than the current (broken) GPF. Obviously, it would all just be personal dps with no direct group benefit, unlike GPF, but hardly "awful" by any stretch of the imagination.
GPF and Terror just happens to be more useful on a CW than Flaming because no other class can put a 3%-4% party wide target debuff on as many targets continually. Also, it is a little harder to ensure multiple stacks with a CW (unless they are a Chilling Cloud aoe spec, I imagine) than a Fighter striking with their weapon. However, even without stacking both GPF and Flaming beat the sustained dps benefit of most other enhancements (except Vorpal and Lightning).
Like you originally said, these things need to be tested properly and the vary a LOT depending on class, build, context and playstyle.
I have a perfect flaming, so I did do some testing. The DoT is 3-4 dmg... not very substantial. Also, I don't know for sure if it attacks multiple targets but it does not tick with things such as PotB... so I just don't see it being as strong as as you said vorpal/lightning. So yes, it is not as bad as the others, but I am simply saying it needs a dmg boost.
Comments
Greater Thunderhead on my GWF's armor and Greater Plague fire on his weapon.
Frost on my CW's weapon and Loamweave on his armor.
Greater Holy Avenger on my DC's weapon and Loamweave on his armor.
Plague Fire on my TR's weapon and Thunderhead on his armor.
Sure, I'd love for them all to be perfect and to have vorpals on my TR, GWF, and CW specifically. But we can't always afford those, do well enough with RNG drops, or play enough to beat the odds. There are plenty of viable uses for other enchants (besides selling them for insane amounts of AD in the AH - the prices since the server merge are crazy) that may not be "perfect" but are still more than good enough. Building a hate tank with a Lifedrinker is a solid way to go.
- Vorpal
- Soulforged
Very common:
- Plague Fire
- Holy Avenger
- Negation
- Barkshield
Common:
- Lifedrinker
- Bronzewood
- Terror
- Lightning
- Bloodtheft
- Elven Battle
Not uncommon:
- Brilliant Energy
- Flaming
- Feytouched
- Thunderhead
- Briartwine
Rare:
- Bilethorn
Used for visuals:
- Fireburst
- Frost
- Frostburn
- Loamweave
It is hardly surprising that the older enhancements are more in use. There are a lot more of them for a start.
So, what exactly are you proposing is "rebalanced"? And are you seriously proposing that the entire game is rebalanced regardless of the HUGE personal time and money investments made by the whole playerbase as well as designers. You do realise that gear changes all the time and so the only thing that matters long term in this game are enhancements?
In addition, many players have no idea about the differences between the enhancements and which are more effective for their specific circumstances (believe me when I say it makes a big difference to take account your own circumstance and playstyle!). They just pile on the bandwagon for what some guide or guild person tells them. This is mostly because there is no convenient way to try out different enhancements. Are you going to change a game just because X or Y is Flavor of the Month until a player with half a brain does some proper testing?
Personally, the only change I would make is to turn Frost and Frostburn into useful enhancements in their own right since their effect literally has no use at all. Bilethorn is not used just because there are better alternatives out there and more obvious visuals (though I quite like the green dripping personally).
I have no idea about Loamweave. It could be suffering from problems of the other Feywild enhancements not working or stop working or have the usual huge internal cooldowns, especially at higher ranks. That said, it looks supercool, especially on manly GWFs (since they have huge arms)!
We are definitely dominating, and we are always about to win.
I do. But if you see in a game that some enchantments in comparison (examples will follow) with other ones simply suck, I would like a change for them. Same for gear. I don't get why enchantments should be excluded from this logic. Unbalance is never good in my opinion. Perfect balance is hardly achieveable, but you can at least come close.
So much this.
Change a game? I'm suggesting a buff for (in comparison) weaker enchantments. You make it sound like a step towards better balance will "totally break the game". I don't understand that.
And you can have brain and the will to test all you want to - if you lack the required (huge amount of) money, you simply can't test and experiment with enchantments best suiting your build / playstyle. And this is such a shame.
Examples:
- Frost and Frostburn enchantments (you already mentioned they are very weak)
You did some numbers crunching yourself in this thread .
They could have so much potential to disable an opponent, if these cooldowns wouldn't be so high. Or the time so short. I mean, it seems like nobody even got a Perfect Frost Enchantment (description missing)! Probably because most people will read the description and will just realise that this enchantment simply isn't worth it.
Example balance change: 20% / 30% / 40% / 50% longer cooldowns for 5 seconds once every 10 seconds. Not stacking per enchantment of course.
- Armor Enchantments vs. Soulforged
- Thunderhead
To restricted with the critical hit part. Example balance change: Cancel the "criticial hit" part and reduce therefore the chance (5% / 8% / 12% / 15%)
- Briartwine
4% reflected on PERFECT? This is ridiculous. Example balance change: 5% / 10% / 15% / 20% reflected
In my opinion not many enchantments can challenge Soulforged. Barkshield seems okay; same with Elven Battle. But I really don't know about the usefulness of the rest in comparison.
- Vorpal
Pretty straightforward, gives you a theoretical extra dmg/healing of 0.12/0.25/0.37/0.5 of your (actual) crit rate. Genreally quite good, a Greater gives you about 13% more damage/healing with 35% crit. (Crit is also quite easy to stack for most offensive classes.)
- Soulforged
Found it a tad unreliable, not sure how exactly it's actually procced, but it works, and when it proccs it's really strong.
- Plague Fire
As far as I know the Greater still don't stack, and it's a debuff of their defense stat, not migration, so a greater would give about 3% more dmg/stack on standard trash. Dev. post on the matter:
- Holy Avenger
It's ok, not great, damage is quite low (Should be around 90/125/145/180 per hit w/ Femorian GWF mainhand (Highest weapon damage in-game), and so is proccrate (5/10/15/20%, 10s Duration, 1 min CD) but does what i says it will.
- Negation
Gives you DR (5/10/20/25%, 4/5/6/7s duration), decent procrate (5/10/15/20%), it's nice if you like these kinds of things.
- Barkshield
Does what it says, kind of attractive, but Negation/Soulforged are stronger picks imo.
- Lifedrinker
Half the extra damage of Holy Avenger basicly, but you new get it as passive lifesteal, seen of GWF's in PvP for obvious reasons.
- Bronzewood
Suffers from the same as Plaguefire, but here it's clear in the tooltip, fail to really see the point in this one.
- Terror
Suffers from the same as Plaguefire as well, and the 12% weapon damage isn't really helping it redeem itself in my eyes.
- Lightning
Bonus 10/12/18/20% weapon damage, with chance for chaining, not that bad really.
- Bloodtheft
Gives you a chance to deal damage to attackers when under 50% HP, and heal that amount, decent if you like tanking.
- Elven Battle
Does this work yet?
- Flaming
6/7.5/10/12 weapon damage as bonus on-hit and 2/2.5/3.5/4% per second weapon damage as a DoT over 3 seconds.
- Feytouched
Not sure, kinda interested in how it works on multiple targets hits at once tho. (Imagine a CW who bugs it to 5 stacks via steal time, then uses shard with +60% dmg.)
Enchants like lifedrinker, vorp, bronze, and plague are FULLY useful at all times, which is why they aren't garbage like the rest.
Flaming is also another enchant that could be useful, however, the damage bonus that it does is so awful that it is not even worth using. A lot of the old enchants need a rework (frost) or major damage boost. Flaming is like the crappier version of plaguefire b/c it does not debuff.
Funny you should say that. But have you actually tested Flaming, especially on a Fighter class, which benefit least from Vorpal?
Even theoretically, it is obvious that the main source of damage for GPF, for example, is not its debuff but by far its stacking DoT (more than three times more). Flaming's DoT is larger and stacks. With equivalent stacking, Flaming's overall damage is higher than the current (broken) GPF. Obviously, it would all just be personal dps with no direct group benefit, unlike GPF, but hardly "awful" by any stretch of the imagination.
GPF and Terror just happens to be more useful on a CW than Flaming because no other class can put a 3%-4% party wide target debuff on as many targets continually. Also, it is a little harder to ensure multiple stacks with a CW (unless they are a Chilling Cloud aoe spec, I imagine) than a Fighter striking with their weapon. However, even without stacking both GPF and Flaming beat the sustained dps benefit of most other enhancements (except Vorpal and Lightning).
Like you originally said, these things need to be tested properly and the vary a LOT depending on class, build, context and playstyle.
I have a perfect flaming, so I did do some testing. The DoT is 3-4 dmg... not very substantial. Also, I don't know for sure if it attacks multiple targets but it does not tick with things such as PotB... so I just don't see it being as strong as as you said vorpal/lightning. So yes, it is not as bad as the others, but I am simply saying it needs a dmg boost.