MEBengalsFan2001 wrote: »I noticed that the devs are making all things that buff crit or spell/weapon damage buff both types. Just wondering why the Templar passive Illuminate does not provide both minor sorcery and brutality. Hopefully that can be adjusted to provide both buffs.
Dagoth_Rac wrote: »MEBengalsFan2001 wrote: »I noticed that the devs are making all things that buff crit or spell/weapon damage buff both types. Just wondering why the Templar passive Illuminate does not provide both minor sorcery and brutality. Hopefully that can be adjusted to provide both buffs.
They actually talked about this. They want to keep it that way for group utility. Right now, you need a Templar in group for Minor Sorcery and a DragonKnight for Minor Brutality. They do not want to merge the minor buffs yet because they use the minor buffs as a way to encourage class variety in groups.
Dagoth_Rac wrote: »MEBengalsFan2001 wrote: »I noticed that the devs are making all things that buff crit or spell/weapon damage buff both types. Just wondering why the Templar passive Illuminate does not provide both minor sorcery and brutality. Hopefully that can be adjusted to provide both buffs.
They actually talked about this. They want to keep it that way for group utility. Right now, you need a Templar in group for Minor Sorcery and a DragonKnight for Minor Brutality. They do not want to merge the minor buffs yet because they use the minor buffs as a way to encourage class variety in groups.
Erickson9610 wrote: »Currently, Minor Brutality increases Weapon Damage by 10%, Minor Sorcery increases Spell Damage by 10%, Minor Savagery increases Weapon Critical by 6% (1314 critical rating), and Minor Prophecy increases Spell Critical by 6% (1314 critical rating).
I suggest that Minor Brutality and Minor Sorcery increase Weapon and Spell Damage by 5% each, and Minor Savagery and Minor Prophecy increase Weapon and Spell Critical by 3% (657 critical rating) each. Since the buffs are named, you could receive both Brutality+Sorcery to return to the original 10% Weapon/Spell Damage, and both Savagery+Prophecy to return to the original 6% Weapon/Spell Critical.
This solution would incentivize groups to include one of each class in their group composition, while allowing solo players to receive hybrid stat benefits regardless of which class they play. However, this would also harm solo players who aren't interested in hybrid stats and instead chose their class to min/max on either Weapon or Spell stats.