Armor and Weapons going forward
Hello. I made some posts recently about Eos and Skills going forward. I want to now focus on the armor. before I get in to that, here are the links to those posts (as they indirectly tie in to this): https://wolcengame.com/forum/feedback-suggestions/active-skills/skills-going-forward/ > https://wolcengame.com/forum/feedback-suggestions/passive-skills/unflagging-prayereos/
I think one of the biggest problems with armor and weapons right now, is too many suffixes and prefixes to roll. It takes way too long to get the rolls that you need for your end game equipment. Another issue is that outside of the Heavy Armor, the other sets do not have base bonuses that have an impact on builds. This is something I discussed with a lot of the higher level players who help with guides
I can see several ways to fix this but, I think the best is creating new armor that only drops/requires 60 or higher. This will allow the devs to create armor with stronger base bonuses. To help make this possible, all of the old armor will no longer drop at these levels. Dyes should be bought from merchants as well (tired of that crap dropping)
Here is some examples of what I have in mind (assuming the Eos changes are taken seriously):
Sentinel Armor: Base bonus of + flat dodge. Force Shields and Health. Can only roll health, resists, damage (includes all forms), +flat ailment chance, +flat critical score, critical damage, ailment stacks, flat willpower regeneration, movement speed, willpower rage conversion, rage cost reduction, +flat attack speed, +damage to spells/attacks, or more +flat dodge
Warmonger Armor: Base bonus of +critical damage, and critical chance. Health and All Resists. Does not roll +energy shields
Praetorian Armor: Base bonus of +% block chance and block efficiency (all weapons). All Resists. Same as above except it can't roll +dodge, or +energy shield
Wizard Armor: Base bonus of +% spell damage and cool down. Force shield. Same as above except it can't roll health. It rolls Force Shield instead
Eos Armor: Base bonus of +sacred damage to spells and attacks. Force Shield and All Resists. Same as Wizard armor
Praetorian Shields: Does not roll +energy shields
Eos/Wizard Shields: Does not roll +health
I am sure there is a lot more prefixes and suffixes I am not thinking of at this time however.. These examples should be enough to show where I am going with all of this. The idea is to narrow the rolls down to what is needed for that category or build. Sentinel does not get two bases because it is focused on Dodge. Now to look at weapons:
Sentinel Weapons (pistol, bow, and rifle/crossbow): Rolls physical as primary. Secondary is Toxic
Warmonger Weapons: Rolls Physical as primary. Secondary is Rend
Praetorian Weapons: Rolls Physical as Primary. Secondary is Frost
Wizard Weapons (Scepter, and Staff): Rolls Elemental Damage
Eos Weapons: Rolls physical as primary. Secondary is Sacred
Knowing that skills now (and perhaps in the future) say something like "converts base physical damage" it would be best if weapons related to attacks focus on physical. Secondary is only there to proc effects that help the build. Praetorian is meant to be the Guardian so it helps to have a way to freeze or slow down enemies to protect others. Most range builds are in the Assassin group which has +toxic damage
This is a rough idea and I am sure it can be refined in time. For now though, this is where I am thinking things should go. What do you all think?
Replies: 1
Created: 4 years, 1 month ago
Category: Feedback & Suggestions