The current enchantment system is extremely lacking in practical stats, and in comparison to that ALs awakening system I’d say it was extremely rushed. Here’s a few ideas that could allow further engagement with enchantments.
* Expand the enchantment system to include gears of all levels and open up the helmet slots if possible.
______
* Remove or cap the amount of damage, armor, and health gained from enchantments below level 105. The current meta revolves around everyone slotting in these 3 attributes on every piece of gear that allows it. This not only limits player interaction with other enchantment choices but also limits the amount of classes capable of using enchantments in PvP from 5 to just 2, bear and mage.
______
* Create % stats for Str, Dex, and Int. Both single attribute stat and triple attribute stat percentages.
______
Triple Attribute stats
+1% Str, +1% Dex, +1% Int (Gold roll)
+3% Str, +3% Dex, +3% Int (Gold and Platinum roll)
+5% Str, +5% Dex, +5% Int (Platinum roll)
+7% Str, +7% Dex, +7% Int (Platinum roll)
Single Attribute stat
+1% Str - +1% Dex - +1% Int (Gold roll)
+3% Str - +3% Dex - +3% Int (Gold and Platinum roll)
+5% Str - +5% Dex - +5% Int (Gold and Platinum roll)
+7% Str - +7% Dex - +7% Int (Platinum roll)
+9% Str - +9% Dex - +9% Int (Platinum roll)
______
* Remove triple attribute enchantment selection above 10, 10, 10 as it outperforms single attribute enchantments significantly. This will encourage the use of 15 Str, Dex, or Int enchantments.



Reply With Quote
Bookmarks