Colecovision wrote: »They need to reduce the potency and increase the cooldown by 30%.
Colecovision wrote: »They need to reduce the potency and increase the cooldown by 30%.
A solution that doesn’t screw over PVE quite so much would be preferable.Emma_Overload wrote: »Colecovision wrote: »They need to reduce the potency and increase the cooldown by 30%.
Nah. All they need to do is make enchants proc off the main hand weapon only.
Emma_Overload wrote: »Colecovision wrote: »They need to reduce the potency and increase the cooldown by 30%.
Nah. All they need to do is make enchants proc off the main hand weapon only.
Enchants should proc 100% of the time on direct damage, not dots.
remove back bar procing
remove back bar procing
OR
remove the 1 sec cooldown bonus on torugs
OR
slightly (and I mean slightly) reduce damage on glyphs overall
I kind of like back bar procing as far as things like power are concerned, but stacking damage enchants is a bit much, in that case I would say the damage is the problem.
as far removing the 1 second cooldown on torugs that would still cause burst damage if less often.
my optimal choice would be. . .
minor reductions in infused and torugs damage bonus. (and I mean minor)
if people want to rock torugs with damage enchants as a source of damage over time, that's fine, but it should not be as bursty as it is, so remove some of the burst, but keep the damage over time aspect of it. as burst tends to be were most of the problem comes from in pvp
**in conclusion**
reduce torugs enchant bonus from 30 to 10%
reduce infused enchant bonus from 20 to 10%
this will reduce the damage of procs but keep the amount of procs consistent (ie less burst more damage over time)
if further action is required I would reduce the base damage of enchants *slightly*
remove back bar procing
OR
remove the 1 sec cooldown bonus on torugs
OR
slightly (and I mean slightly) reduce damage on glyphs overall
I kind of like back bar procing as far as things like power are concerned, but stacking damage enchants is a bit much, in that case I would say the damage is the problem.
as far removing the 1 second cooldown on torugs that would still cause burst damage if less often.
my optimal choice would be. . .
minor reductions in infused and torugs damage bonus. (and I mean minor)
if people want to rock torugs with damage enchants as a source of damage over time, that's fine, but it should not be as bursty as it is, so remove some of the burst, but keep the damage over time aspect of it. as burst tends to be were most of the problem comes from in pvp
**in conclusion**
reduce torugs enchant bonus from 30 to 10%
reduce infused enchant bonus from 20 to 10%
this will reduce the damage of procs but keep the amount of procs consistent (ie less burst more damage over time)
if further action is required I would reduce the base damage of enchants *slightly*
[snip]
Sometimes I swear the community is throwing darts at a dartboard, just the same as Zenimax.
Enchants were not a problem before this patch. Something within this patch caused them to become a problem.
What changed this patch regarding dual wield enchants? The off hand being able to reliably proc from any dual wield skill, and both enchants being able to proc from dots.
The cause of this is right in front of everybody's noses, right there in the patch notes, and everybody is blaming everything else except these changes. Cause and effect. We know the effect, we know it happened this patch, so look at this patch to find the cause. Don't nerf other things blindly.
Reduce the chance for enchants to proc from dots. See how well that works. If enchants still overpeform, reduce them further. If they still overperform, even after the proc chance being driven into the ground, look at reverting the change to which skills proc which enchant. This is the solution. Adjusting the changes that came this patch. Not blindly nerfing enchants as a whole.