starkerealm wrote: »Spell resist is Nirnhoned, armor up is Reinforced. I mean, the traditional armor enchantment boosts are already in the game, they're just tied to the traits.
Nirnhoned en Reinforced are percentage based bonuses. If your default resistance is low then those traits won't do much.starkerealm wrote: »Spell resist is Nirnhoned, armor up is Reinforced. I mean, the traditional armor enchantment boosts are already in the game, they're just tied to the traits.
Because of OP-ness (Perma Dodge-rollers, Bolters or other such shenanigans) i don't think any form of regen would be needed.you could also add health/magic/stam regen on armor too making it 14 options
though IMO "resist" enchants are kinda weak. at least for disease resist.
psychojudge wrote: »
psychojudge wrote: »
Nobody ever running out of resources would be a problem; alternatively I'd stack those 11 enchants with Weapon damage and giga-1-shot anything out of stealth. Then there'd be a hundred more threads a day about how NBs and stealth damage are OP.
starkerealm wrote: »Yeah, but until they figured out what you'd done, everyone would be scratching their head at the 129k hits from stealth and whimpering in a dark corner of Bruma.
Fizzlewizzle wrote: »Currently there are only 3 options when it comes to enchanting armor:
Stamina, Magicka and Health.
starkerealm wrote: »Spell resist is Nirnhoned, armor up is Reinforced. I mean, the traditional armor enchantment boosts are already in the game, they're just tied to the traits.
which is the problem he is talking about.
there are 18 jewelry glyphs but only 3 armor glyphs? why?
if i want spell resist from nirnhoned AND from an enchantment why can't I?
Wow... at endgame you only have 1 (valid) choice. Sucks even more.Fizzlewizzle wrote: »Currently there are only 3 options when it comes to enchanting armor:
Stamina, Magicka and Health.
This should make the decision easier
The whole skyrim-uber-OP-rotation-exploittemejigger thingy was based around a Equipment crafting potions combined with potion crafting equipment. Neither of those two things are in this game, so no matter what type of enchantment they would allow, creating such exploit is impossible.starkerealm wrote: »starkerealm wrote: »Spell resist is Nirnhoned, armor up is Reinforced. I mean, the traditional armor enchantment boosts are already in the game, they're just tied to the traits.
which is the problem he is talking about.
there are 18 jewelry glyphs but only 3 armor glyphs? why?
if i want spell resist from nirnhoned AND from an enchantment why can't I?
If you want to waste cash on that? Be my guest.
The problem is actually kinda simple. Because it's an MMO, you need to be somewhat careful what tools you give the player access to. Armor already carries two enchantments in game now.
I mean, and this is a specific example, but have you ever done an enchanting/alchemy feedback loop in Skyrim?
The way this works is you craft an enchant boosting potion. Which is capped to +25% effectiveness. Then you craft an alchemy boosting enchantment, that would boost your alchemy by 25%, but instead boosts it by 32.75%, then you use that to make a 32.75% boosting alchemy pot, and go back to the enchanting table and it's getting the base +25%, plus the +32.75% potion, to make a beefier enchant. Run this back and forth repeatedly, and eventually you get to the point where you can make absurd enchantments. It completely breaks the game. Ironically, you can even start earlier, and beat out the game's internal limits, without needing to max those skill lines. When you're done, you craft an enchantment for each spell school reducing it's cost by over 100%. And that, is how you break Skyrim.
So, why is armor enchanting limited the way it is? It's to prevent you from creating an unintended interaction, or amplifying it to the point that you'd fully break the game. You have 3 enchanting slots that have interesting effects, and 7 stat ups. Those stat ups are (basically) impossible to break. But, some of the jewelry enchants would open the door to some really messed up situations. 7 regen up glyphs would mean that you'd never, ever, run out of resources. Or... regen health up. Yes, the most useless skill in the game, until you can recover your health faster than most players can quaff a potion? That's a problem.
Also, another reason? Infused. You didn't think of that, probably.
And, before you say, "well if anyone can do it," yes, but, if there is only one legitimate choice in a given situation, then there is an inter character balance issue. Not to be confused with an intracharacter balance issue.
Fizzlewizzle wrote: »Wow... at endgame you only have 1 (valid) choice. Sucks even more.Fizzlewizzle wrote: »Currently there are only 3 options when it comes to enchanting armor:
Stamina, Magicka and Health.
This should make the decision easier
Well, it would bring the total to 4, but tbh. i think that that enchantment is OP and overkill.
Fizzlewizzle wrote: »The whole skyrim-uber-OP-rotation-exploittemejigger thingy was based around a Equipment crafting potions combined with potion crafting equipment. Neither of those two things are in this game, so no matter what type of enchantment they would allow, creating such exploit is impossible.starkerealm wrote: »starkerealm wrote: »Spell resist is Nirnhoned, armor up is Reinforced. I mean, the traditional armor enchantment boosts are already in the game, they're just tied to the traits.
which is the problem he is talking about.
there are 18 jewelry glyphs but only 3 armor glyphs? why?
if i want spell resist from nirnhoned AND from an enchantment why can't I?
If you want to waste cash on that? Be my guest.
The problem is actually kinda simple. Because it's an MMO, you need to be somewhat careful what tools you give the player access to. Armor already carries two enchantments in game now.
I mean, and this is a specific example, but have you ever done an enchanting/alchemy feedback loop in Skyrim?
The way this works is you craft an enchant boosting potion. Which is capped to +25% effectiveness. Then you craft an alchemy boosting enchantment, that would boost your alchemy by 25%, but instead boosts it by 32.75%, then you use that to make a 32.75% boosting alchemy pot, and go back to the enchanting table and it's getting the base +25%, plus the +32.75% potion, to make a beefier enchant. Run this back and forth repeatedly, and eventually you get to the point where you can make absurd enchantments. It completely breaks the game. Ironically, you can even start earlier, and beat out the game's internal limits, without needing to max those skill lines. When you're done, you craft an enchantment for each spell school reducing it's cost by over 100%. And that, is how you break Skyrim.
So, why is armor enchanting limited the way it is? It's to prevent you from creating an unintended interaction, or amplifying it to the point that you'd fully break the game. You have 3 enchanting slots that have interesting effects, and 7 stat ups. Those stat ups are (basically) impossible to break. But, some of the jewelry enchants would open the door to some really messed up situations. 7 regen up glyphs would mean that you'd never, ever, run out of resources. Or... regen health up. Yes, the most useless skill in the game, until you can recover your health faster than most players can quaff a potion? That's a problem.
Also, another reason? Infused. You didn't think of that, probably.
And, before you say, "well if anyone can do it," yes, but, if there is only one legitimate choice in a given situation, then there is an inter character balance issue. Not to be confused with an intracharacter balance issue.
If this was the case stamina and magicka should be removed too, but they won't be so having regeneration as well makes sense.Fizzlewizzle wrote: »....
Offensive bonuses, as well as Regen and Magicka/ Stamina Cost reduction bonuses shouldn't be needed, as Armor is meant for Protection, not offence.
Had to walk to an enchanting table to check, and you're right. Even a White Vr14 enchantment is Higher.starkerealm wrote: »Fizzlewizzle wrote: »Wow... at endgame you only have 1 (valid) choice. Sucks even more.Fizzlewizzle wrote: »Currently there are only 3 options when it comes to enchanting armor:
Stamina, Magicka and Health.
This should make the decision easier
Well, it would bring the total to 4, but tbh. i think that that enchantment is OP and overkill.
It's bonus up is actually lower than a single stat up enchant at that level would be. A VR14 glyph is about 20% higher. So, if you're running hybrid builds, it's a major boon. If you're running a straight stam, magicka, or health build, it's a lot of work for a serious step down.
I understand that.starkerealm wrote: »Fizzlewizzle wrote: »The whole skyrim-uber-OP-rotation-exploittemejigger thingy was based around a Equipment crafting potions combined with potion crafting equipment. Neither of those two things are in this game, so no matter what type of enchantment they would allow, creating such exploit is impossible.starkerealm wrote: »starkerealm wrote: »Spell resist is Nirnhoned, armor up is Reinforced. I mean, the traditional armor enchantment boosts are already in the game, they're just tied to the traits.
which is the problem he is talking about.
there are 18 jewelry glyphs but only 3 armor glyphs? why?
if i want spell resist from nirnhoned AND from an enchantment why can't I?
If you want to waste cash on that? Be my guest.
The problem is actually kinda simple. Because it's an MMO, you need to be somewhat careful what tools you give the player access to. Armor already carries two enchantments in game now.
I mean, and this is a specific example, but have you ever done an enchanting/alchemy feedback loop in Skyrim?
The way this works is you craft an enchant boosting potion. Which is capped to +25% effectiveness. Then you craft an alchemy boosting enchantment, that would boost your alchemy by 25%, but instead boosts it by 32.75%, then you use that to make a 32.75% boosting alchemy pot, and go back to the enchanting table and it's getting the base +25%, plus the +32.75% potion, to make a beefier enchant. Run this back and forth repeatedly, and eventually you get to the point where you can make absurd enchantments. It completely breaks the game. Ironically, you can even start earlier, and beat out the game's internal limits, without needing to max those skill lines. When you're done, you craft an enchantment for each spell school reducing it's cost by over 100%. And that, is how you break Skyrim.
So, why is armor enchanting limited the way it is? It's to prevent you from creating an unintended interaction, or amplifying it to the point that you'd fully break the game. You have 3 enchanting slots that have interesting effects, and 7 stat ups. Those stat ups are (basically) impossible to break. But, some of the jewelry enchants would open the door to some really messed up situations. 7 regen up glyphs would mean that you'd never, ever, run out of resources. Or... regen health up. Yes, the most useless skill in the game, until you can recover your health faster than most players can quaff a potion? That's a problem.
Also, another reason? Infused. You didn't think of that, probably.
And, before you say, "well if anyone can do it," yes, but, if there is only one legitimate choice in a given situation, then there is an inter character balance issue. Not to be confused with an intracharacter balance issue.
That's an example. I mean, I finished out some of the Skyrim achievements by wedging a 360 controller against my desk, and making dinner while my character cast detect life for 30 minutes. And that was without exploiting that feedback loop. But, that is the problem with having a larger array of interacting mechanics. Something like that will, sooner or later, slip through. Unlike in a single player game, we're all going to hear about it, once it gets exported to Cyrodiil.
Base stats run out. Regen slows or even prevents that from doing so.Rev Rielle wrote: »If this was the case stamina and magicka should be removed too, but they won't be so having regeneration as well makes sense.Fizzlewizzle wrote: »....
Offensive bonuses, as well as Regen and Magicka/ Stamina Cost reduction bonuses shouldn't be needed, as Armor is meant for Protection, not offence.
That being said, I do agree that it would be nice if there were a lot more options!
You can place enchantments on items you find.Prof_Bawbag wrote: »I think they kept the options down so finding armour is worthwhile. Take Skyrim for example, there was zero need to go out looking for armour or weapons because everything you found was garbage compared to what you could make.