A new weapon trait idea.

MindOfTheSwarm
MindOfTheSwarm
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Just thought of something like this:

Trait: Augmented

Enchants are 95% less potent but proc every time you deal damage and scale with your highest resources.

This means an enchant such as Fire would only deal 126 damage but would apply to your dot ticks and direct instances of damage all the time.
This would allow a Magicka focused build to use Bow Skills for example, as they would get better numbers from the enchant to make up for the absent scaling of the skills themselves.

Although might create a problem with a Mag build just using it on a Destro Staff to simply buff the skills they normally use.
  • Bradyfjord
    Bradyfjord
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    I enjoy options, but this would need testing and tuning.

    Another thing to consider is how it compares to the Charged trait. Charged gives you a massive improved chance to proc status effects, which it seems would be the main benefit of your idea.
  • MindOfTheSwarm
    MindOfTheSwarm
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    Bradyfjord wrote: »
    I enjoy options, but this would need testing and tuning.

    Another thing to consider is how it compares to the Charged trait. Charged gives you a massive improved chance to proc status effects, which it seems would be the main benefit of your idea.

    Maybe a conversion trait then. Converts up to 70% of the weapon damage to the Enchant element on gold weapons.
  • Bradyfjord
    Bradyfjord
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    Bradyfjord wrote: »
    I enjoy options, but this would need testing and tuning.

    Another thing to consider is how it compares to the Charged trait. Charged gives you a massive improved chance to proc status effects, which it seems would be the main benefit of your idea.

    Maybe a conversion trait then. Converts up to 70% of the weapon damage to the Enchant element on gold weapons.

    Maybe. I'm not sure. But don't get me wrong. I'm glad to see new ideas for gear traits. Many of our gear traits are lackluster, and there needs to be a few revamps in this area. I think with some creative new gear traits to research we could get some more build choices.

    An example of an armor trait I consider underwhelming would be Invigorating (which only gives single digit increases in recovery).

    For me, the weapon traits are all useful in different ways, although offensive traits will always be preferred over defensive/utility traits due to damage being king for basically all encounters.

    As far as balance goes, the time it takes to research new traits helps balance new traits out. I also don't see a problem with there being more than nine traits in the game even if there are no sets that currently require more than nine traits to craft. But those are my thoughts.

    TLDR: New traits is a good idea. The more (good) traits the better.
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