As I mentioned on the post Forged in Aeternum Community Q&A (January 2023). I think the following armor changes is a terrible idea, as such a big change would just in general destroy all the hard work done by almost every player, when it comes to the gear.
General purpose of this post
This post will be of my own opinion and suggestions from the community, and I will try to update each section depending on whats posted. No guarantees thought. Keep in mind I dont know how every weapon works in depth, but I have played enough to see whats out there and what every single thing out there do. Feel free to correct me on my statements if they are wrong.
As much I want to buff my own playstyle as Healer, I prefer a fair fight with fair circumbstances that actually requires skill to perform and not simply using the most overpowered setup there is, that outperforms everything else. Surely this is what the majority wants…?
- NOTE:: Do not read the first line and scroll down to comment, every change suggested is based on changes further down as well. Please read it all carefully.
Suggested Changes
Armor-Weight
Heavy Armor
I rarely see these in action, I have seen a few tanks absorbing a lot of damage and rarely die, which is cool. They do have a major lack in damage tho. I see these as control-setups, they should be the main-hammer users with a broad secondary weapon option. They become part of the bruiser family in short.
- After reaching 300-400 Constitution now gives the dodge ability of Medium armor
- Heavy now adds a 15% increased Damage to Strike
Medium Armor
- Nonne
Light Armor
- Nonne
Attributes
Specific Attribute Bonuses :: For every Attribute, apply a scaling bonus to that given attribute, that applies based on the value of that attribute. Similar to the milestone system, just more specific.
-
Strength Example: Scale from 5 to 300 Strength ::
– Apply 2% direct Physical Damage removal, 5% Increase Slash and Strike damage. -
Constitution Example: Scale from 5 to 300 Constitution ::
– Apply 5% direct Physical Damage removal
– 0.35% Max-Health regeneration/Sec -
Dexterity Example: Scale from 5 to 300 Dexterity ::
– Apply 1% Movement speed
– 5% increase to all physical damage -
Intelligence Example: Scale from 5 to 300 Intelligence ::
– Apply 2% damage to all elemental damage
– 5% Damage removal/resistance to Fire, Cold, Lightning and Arcane.
– 5% Damage removed from ranged physical attacks. (Mages have to be close encounter with melee depending on build, and melee itself is strong vs mages. Ranged attacks should be minimal for balance reasons) -
Focus Example: Scale from 5 to 300 Focus ::
– 15% Damage removal/resistance to Nature and Void.
At 300 they provide the full bonus, at 5 they provide none of it. This will allow more detailed builds that can be very interesting depending on which way you go. Simply saying, 20 dex now gives you a movement speed advantage over others. Tweak these as you will.
Adding extra bonuses for reaching 300+ in a single attribute. See details here::
Weapons
-
Sword and Shield
– I heard somethign about applying another perk set to shield, no changes. -
Rapier
– -
Hatchet
– Defy Death No longer makes you completely immortal. It does however remove 80-95% of the damage taken and instantly provide you with 10% health. -
Spear
– -
Great Axe
– -
War Hammer
– Increase the knockback effect on Clear Out, to help counter healer effects. Knocking targets completely out of these effects will now make heavy users very interesting and balance out the powerful heal effects. -
Greatsword
– Slow down attacks a bit then this should be a fine weapon to catch those runners. Just needs a bit of tweaking. -
Bow
– No major changes. I wanna see how all the changes will work together, and as a healer I can outdo the damage depending on how good the bow user is. Melee users generally got good protection and rely a bit on healers to survive. Melee needs a counter as well, otherwise go play FPS games!
– Holding down aim now drains 2 Stamina/Sec (Dexterity dependant :: Lower drain → higher Dex) -
Musket
– Longer the bullet goes, the lower the damage is. Standing closer is now benefitial. Not saying you should be within 5 meters, but 30~ Meters for max damage effect before it starts to decrease.
– Add fallof to bullet similar to arrows, not as strong, but what makes sense. Gravity is a b**ch.
– Holding down aim now drains 2 Stamina/Sec (Dexterity dependant :: Lower drain → higher Dex) -
Blunderbus
– -
Fire Staff
– -
Life Staff
– -
Ice Gauntlet
– -
Void Gauntlet
–
As mentioned i am no expert in every weapon type, but I have played against and tried all weapons. If Something should be added feel free to post. Weapon ideas will be stocked up eventualy with edits. Let me know what you think!
/Glorfinhel