BenevolentBowd wrote: »Do we need to complete the quests to unlock Ancient Dragonguard crafting stations to be able to craft for others?
BenevolentBowd wrote: »Do we need to complete the quests to unlock Ancient Dragonguard crafting stations to be able to craft for others?
It states in the patch notes that "Ancient Dragonguard (Note: this set is unavailable until the Dragonguard headquarters is sufficiently restored)"
Tommy_The_Gun wrote: »- Do you have any other general feedback?
Regarding Fortified Brass set:
Fortified Brass: Reduced the Physical and Spell Resistances granted from the 5 piece bonus of this set to 3460 from 5170.
How about keeping this set defence values, but instead add a "kiss - curse" to it ? Some draw back, that you get this huge DMG mitigation. I was thinking of something mobility related. For example more expensive % sprint cost or slower % movement speed, or % slower sprint etc.
So it would make sense that you have this HUGE armour / gear that also slows you down.
Tommy_The_Gun wrote: »- Do you have any other general feedback?
Regarding Fortified Brass set:
Fortified Brass: Reduced the Physical and Spell Resistances granted from the 5 piece bonus of this set to 3460 from 5170.
How about keeping this set defence values, but instead add a "kiss - curse" to it ? Some draw back, that you get this huge DMG mitigation. I was thinking of something mobility related. For example more expensive % sprint cost or slower % movement speed, or % slower sprint etc.
So it would make sense that you have this HUGE armour / gear that also slows you down.
The change to the resistance set bonuses are going to result in wasted stats on classes with an unbalanced resist passive.
For example, on my Templar I used a set that was giving me a single physical resist bonus to reach physical resist cap when I'm tanking. Same with one of my DKs. Now I will have to use twice as much stat budget to close the gap, with half of it being wasted on mag resist that is absolutely useless beyond the cap.
Using a set bonus to close the gap was a preferable option, because I could get more CPs into mitigation that goes beyond what can be achieved via resistances, resulting in overall better defenses. Now I'll be forced to use CPs to get physical resistances up. This takes away build options, and makes it harder to make a char that can switch from DD to tank by swapping just gear and skills, which will contribute to the problem with the lack of tanks and people going as fake tanks in the dungeon finder.
Either give those passives the same treatment as the sets, or give us a way to improve just physical resistance at similarly low stat investment as a single set bonus.
OG_Kaveman wrote: »The change to the resistance set bonuses are going to result in wasted stats on classes with an unbalanced resist passive.
For example, on my Templar I used a set that was giving me a single physical resist bonus to reach physical resist cap when I'm tanking. Same with one of my DKs. Now I will have to use twice as much stat budget to close the gap, with half of it being wasted on mag resist that is absolutely useless beyond the cap.
Using a set bonus to close the gap was a preferable option, because I could get more CPs into mitigation that goes beyond what can be achieved via resistances, resulting in overall better defenses. Now I'll be forced to use CPs to get physical resistances up. This takes away build options, and makes it harder to make a char that can switch from DD to tank by swapping just gear and skills, which will contribute to the problem with the lack of tanks and people going as fake tanks in the dungeon finder.
Either give those passives the same treatment as the sets, or give us a way to improve just physical resistance at similarly low stat investment as a single set bonus.
There is nothing in the game that you need capped resists for. This is a nonproblem.