From my POV ZOS should return to pre-U7 values for sets and enchants to make huge amount of jewelry enchants useful again, can't really understand what did they thinked about when completely destroyed everything except cost reduction/regen/damage boost, in fact only glass canon runned with spell/wep dmg enchant on jewelry those times(was 50 at vr14 gold, become 174 vr16), now - everyone just forced to do so, because set output is much lower now(was 194 dmg on vr14 gold, become 129 on vr16 gold).Azurephoenix999 wrote: »There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.
Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.
As for secondary enchantments for armor pieces, I'd like to suggest the following:
- Increase Movement Speed.
- Decrease Detection Radius (maybe a muffle enchantment or something).
- Increase Dodge Chance.
- Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
- Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
- Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
- Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).
Anyways, that's all I can think of for armor. Anyone else have suggestions?
Sugaroverdose wrote: »From my POV ZOS should return to pre-U7 values for sets and enchants to make huge amount of jewelry enchants useful again, can't really understand what did they thinked about when completely destroyed everything except cost reduction/regen/damage boost, in fact only glass canon runned with spell/wep dmg enchant on jewelry those times(was 50 at vr14 gold, become 174 vr16), now - everyone just forced to do so, because set output is much lower now(was 194 dmg on vr14 gold, become 129 on vr16 gold).Azurephoenix999 wrote: »There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.
Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.
As for secondary enchantments for armor pieces, I'd like to suggest the following:
- Increase Movement Speed.
- Decrease Detection Radius (maybe a muffle enchantment or something).
- Increase Dodge Chance.
- Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
- Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
- Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
- Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).
Anyways, that's all I can think of for armor. Anyone else have suggestions?
hammayolettuce wrote: »These are some cool ideas. Only problem is they're gonna be a balancing nightmare in an already terribly unbalanced game.
No, it's simplification game mechanics to one-polarity crap state, in U6 people already had huge amounts of applied CP already, some - much more than actual CP cap(some people had max of CP's before U7 which is 3600).Sugaroverdose wrote: »From my POV ZOS should return to pre-U7 values for sets and enchants to make huge amount of jewelry enchants useful again, can't really understand what did they thinked about when completely destroyed everything except cost reduction/regen/damage boost, in fact only glass canon runned with spell/wep dmg enchant on jewelry those times(was 50 at vr14 gold, become 174 vr16), now - everyone just forced to do so, because set output is much lower now(was 194 dmg on vr14 gold, become 129 on vr16 gold).Azurephoenix999 wrote: »There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.
Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.
As for secondary enchantments for armor pieces, I'd like to suggest the following:
- Increase Movement Speed.
- Decrease Detection Radius (maybe a muffle enchantment or something).
- Increase Dodge Chance.
- Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
- Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
- Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
- Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).
Anyways, that's all I can think of for armor. Anyone else have suggestions?
I guess it was an "overall" balancing action to "compensate" for the CP system boosts, also balancing in the bigger picture of the Vet removal.
And once the Vet removal action has been done, the bigger picture will also more clear to us.
to OP's suggestion:
Increasing the value of Armor enchants, by adding a second layer of enchants on top, will lessen the relative performance boost from a specific armor set, the CP's and the class line buffs.
It will also increase our total "power"" towards Monsters in PVE, almost forcing to reduce the level of effects of Armor set specific bonusses, the level of the "normal" armor enchants and the level of the CP values.
It can also increase one-stat stacking, making "overall" perhaps more difficult to control. And although Spell Crafting is on the backburner atm, Spell Crafting would add another one stat stacking risk.
All in all, I find it very difficult to have a real opinion about OP's suggestion, because it becomes all so speculative, especially because we don't know how ZOS has the Vet removal in mind. And how strong future higher CP level Armor sets will be.