This idea just kinda clicked in my head unexpectedly, but considering that most players
especially those doing the hardest content in the game. focus on using weapon/spell damage glyphs on jewellery, it leaves very little room for use of other glyphs that may almost never get used. Here is where the idea comes in.
New Enchanting Skill line Passive:
Enchanters Duality.: Glyphs Can be created and applied to a secondary slot on your armor.
Available glyphs that can be applied to secondary slots in all armor(excluding shields.)includes the following moved from jewellery glyphs as Secondary armor glyphs:
- Glyphs of Frost, Flame, Shock, Disease and Poison resistance.
- Glyphs of Decrease Physical and Spell Harm.
- Glyphs of Stamina, Health and Magicka Recovery.
- Glyph of Bracing.
I thought of this because I reckon there should be a couple more defensive options alongside the Maximum health/resource increases, even if the numbers for said enchantments mentioned on the Enchanters Duality list have to be tweaked a fair bit. I didn’t include glyphs like potion speed & boost or bash damage as those should remain as jewellery glyphs so as to allow some diversity.
(That or make them exclusive secondary glyphs applicable only on the Hands, waist and Head pieces for thematic appropriation.) but at the same time, it could solve a few age old problems such as PVE sustain issues and a few others that others may know of. But at the same time adding slightly new flavour to existing base game elements.
Edited by Skullstachio on July 26, 2021 11:50AM I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.