Yesterday, 11:03 PM
A few enchantments feels kinda made diff, right? Look at Boneheart. +25 Crit Evade. Now, look at Flamewalk... Halved Cinder damage??
There are a lot of enchantments that I feel are just kinda weak, so, here's a small list of enchants and buffs that could be done. I haven't spoken about any enchant that would deserve nerf (LOOKIN AT U BONEHEART) and kept myself just on the other ones for sake of simplicity.
Feather
Current: Weapon weight is halved.There are a lot of enchantments that I feel are just kinda weak, so, here's a small list of enchants and buffs that could be done. I haven't spoken about any enchant that would deserve nerf (LOOKIN AT U BONEHEART) and kept myself just on the other ones for sake of simplicity.
Feather
This has a niche. However, you can also just... Titan Glove's? It's niche is maybe you want a off-hand weapon that is currently too heavy... I just feel like it needs a bit more.
Proposed Buff: Weapon weight is halved and gains +10 hit if airborne.
This would give it more niches, at least!
Jeweled
Current: Increases FAI by 2 and light atk by 3This is actually pretty nice, I just wish...
Proposed BUff: Let it be enchanted on gloves.
Renewal
Current: +1 FP RegenerationThis always feels... like something that doesn't do much? if you've both your enchants with this, in 5 turns, it's 10 FP... on a long battle maybe it gives you enough for 1-2 extra spells?? This makes High-Mage Cape kinda needed for any mage.
Proposed Buff: +1% FP Regeneration
This would help a lot of builds who don't have accessory slots for the HMC thrive for a little extra time, and would be more impactful the more FP you need in your build.
Refresh
Current: +1 HP RegenerationSame as above, it feels unimpacful and would take a lot of turns for it to actually matter.
Proposed Change: +1% HP Regeneration
This would be 8-10 in most builds, 12-14 if you're really high HP, 20 if you're Lolzy. On paper this feels much stronger because HP numbers are just that high, and 3 turns of 10 x 2 (if enchanted on both accs) would already make a difference, especially if you're also using Avalon. I think it'd be funny, personally. But I also know that even MORE HP regen stuff could get frustrating.
Flamewalk
Current: Halves damage taken from Cinders.Has anyone EVER used this?
Proposed Buff: Halves damage taken from Cinders. +10% Fire Resist.
This would give it much more viability, especially if you're fire-weak for some reason.
Gravedigger
Current: On New Round: If you are Feared (and not incapacitated), allies within 3 Range who are incapacitated are revived with 35 HP.This is more often than not a grief, but...
Proposed Buff: At Start of Turn: If you are Feared (and not incapacitated), allies within 3 Range who are incapacitated are revived with 35 HP.
This would give you more control, you wouldn't revive your ally at Round Start just for them to get knocked down again and for badly beaten to stack. If it was at start of your turn rather than New Round, you could at least do something, especially if you're a healer.
Mutation
Current: Weapon: -5 Hit. Weapon type may change based on rarity, but functions the same as normal. (9*+ weapons not affected).Armor: Armor type changes based on rarity. (10*+ items not affected).
Proposed Buff: Just get rid of that hit penalty, probably!
Flock
Current: Increases this item's Armor/Magic Armor by 1 and Evade by 5 for each summoned or deployed NPC ally within 3 Range.I've actually runned a Engineer setup with this once and got very funny evade numbers.
Proposed Buff: Increases this item's Stats by 3 for each summoned or deployed NPC ally within 3 Range.
Allow it to enchant weapons too, and don't let it affect weight, it would be funny to LOSE SWA. But yeah this could be a fun thing to use if you're heavy on summons, if you're using 2+ summons it becomes better than reaper while also giving hit!
Miragewalk
Current: After using a movement skill that costs at least 3M, gain +15 Evade for 1 attack (lasts for 3 rounds). If you already have Miragewalk active, instead the number of attacks the buff lasts for increases by 1 (to a max of 3).I think this needs help, too...
Proposed Buff: After using a movement skill that costs at least 3M, gain +15 Evade until your next turn.
I saw a thread also talking about this. And yeah, evade buffs that last for X attacks tend to get easily counter'd by a few things, even if I think having many counters is fun, using this enchant in group fights just feels meh.
Mundane
Current: Removes all scaling tags from the weapon, except for purely negative ones (such as Tool).Proposed Buff: Removes all scaling tags from the weapon. (Including Tool.)
Please! Let Shuriken have SWA! An enchantment slot is quite a big price for it, even!
Arcane
Current: Weapon is treated as a Spelledge weapon, allowing it to be used as a casting tool, but it gains the Alterated scaling tag (-10% scaling for main stat).Proposed Buff: Weapon is treated as a Spelledge weapon.
IMO, sacrificing an enchantment slot is already enough of a downside. -10% Scaling HURTS.
Also can the crafting recipe be easier to make, teehee...
Rebellion
Current: +1.5 Power and -1.5 Hit for every 1 Rarity below 9.This feels... A LOT OF LOST HIT. For something that costs an enchant slot this feels more like you're debuffing yourself than anything else.
Proposed Buff: +1.5 Power for every 1 Rarity below 9.
I feel like the -Hit was there for a reason, to be honest. Maybe I'm just too new in the game to know what Rebellion had done in the past... But the -Hit part sure looks like it kills an enchantment that is kind of fun? Since it'd make weapon with more boring/no effects compete with stronger variations.
Envenomed and Enflamed.
These are two new enchants! I just kinda hate the Altered Tag tbh. In Bloodtaking you get -5 power, but in these two you get -10% Scaling, which can translate to like... 10+ SWA. That is a lot of lost power when compared to Bloodtaking, I'd prefer if the weapons also just had a -5 Power instead of Altered Tag, I'm sure if Bloodtaking had Altered instead of -5 Power it would be a much worse enchant.