DeadlyRecluse wrote: »Yeah, the attempt to tone it down by not having both enchants instaproc is a good start and makes sense, but I'll still be running bloodcraze backbar on magplar and generate crazy pressure with just one skill.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
They just have to make them work one after another. The second enchant can only proc after the cooldown of the first and the first only after the cooldown of the second
enchant1->cooldown1->enchant2->cooldown2->enchant1...
not:
enchant1->cooldown1->...
enchant2->cooldown2->...
Synapsis123 wrote: »Enchantments shouldn't proc off single target dots plain and simple.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
The only logical way to restore balance is to make 1 handed weapons have 50% enchant potency.
What instead will happen:
1) Weapon glyphes become non crittable because they‘re now presumed as proc damage. Decrease Health will still overperform in PvP.
2) Torugs Pact will be nerfed.
3) Infused will be nerfed.
Mojomonkeyman wrote: »The only logical way to restore balance is to make 1 handed weapons have 50% enchant potency.
What instead will happen:
1) Weapon glyphes become non crittable because they‘re now presumed as proc damage. Decrease Health will still overperform in PvP.
2) Torugs Pact will be nerfed.
3) Infused will be nerfed.
Nah, combining their current glyph proc ruleset with pre-summerset glyph proc logic (only active bar enchant is proccing no matter on which bar the dot is sitting on) would be the most simle solution and guarantee a hardcap on potenital dmg ouput without causing too much harm elsewhere.
I think another problem is that you can use infused and torugs to increase enchants of oblivion damage. The damage of oblivion enchants should not be affected by any increasing effects as is is not affected by any decreasing.
A damage type that ignores everything is extreme strong and being able to proc every 1.8 sec with 2.1k damage.
Mojomonkeyman wrote: »The only logical way to restore balance is to make 1 handed weapons have 50% enchant potency.
What instead will happen:
1) Weapon glyphes become non crittable because they‘re now presumed as proc damage. Decrease Health will still overperform in PvP.
2) Torugs Pact will be nerfed.
3) Infused will be nerfed.
Nah, combining their current glyph proc ruleset with pre-summerset glyph proc logic (only active bar enchant is proccing no matter on which bar the dot is sitting on) would be the most simle solution and guarantee a hardcap on potenital dmg ouput without causing too much harm elsewhere.
So backbar poisons/enchants can be procced by dedicateing frontbar dots?
Damage shield magicka builds users atack again, for them any stamina based builds will be toxic and in need of being nerfed to the ground. They want easy kills only for their range sorcerers.
Damage shield magicka builds users atack again, for them any stamina based builds will be toxic and in need of being nerfed to the ground. They want easy kills only for their range sorcerers.
So are you calling me a damage shield user? rofl i gave up on sorc before this trash update, moved to mag DK dropped all shields besides fragmented shield because all others are garbage for mdk. I also play dirty spamplar 2h DW and it just sickens me that you guys think its balanced. Yeah its balanced if there was no such thing as infused or torugs but because of those factors DW enchants are over performing.