Random Ideas Mostly PvE!

This is my first forums post in quite some time, I am very interested in the upcoming changes and can’t wait to see how it will effect gameplay. I had some strange idea’s and wanted to kind of share them to see what people thought about them. I am not sure how strong these would be so please take it with a pinch of salt and be gentle. These would be suggestions with new math on fortify and the benefits and drawbacks from each of the armor classes.

Hated Runeglass Case:
Maybe the addition of a Runeglass that would enable taunt’s and make you generate 100% additional threat in addition to the T4 gems effect like other Runeglass. Making it on par with the Cornellian Runeglass if you were to use a Hated weapon without making it an absolute replacement for Carnelians. Would be a cool way to allow tanks to take advantage of some of the elemental weaknesses in PvE content. You could probably remove the INT/Focus scaling on these as well as a drawback for being able to taunt and have to use thunderstone dust or something you mix in with the sandstone to make a tinted sand/glass.

Fortifying Sacred Ground:
Having Fortified sacred ground replaced with a flat % absorption. This might help a little bit it could even be 5% on gear and 10% on weapon.

Orb of Protection:
Thinking in the same manner as Fort Sacred Ground maybe having Orb of protections fortify from the skill be replaced by a flat 5% absorption might be good as well. I also think absorption would be the play with these because it would still have the 50% cap that gems do and would work in junction with the gems people have equipped. I suppose these changes would mostly improve the quality of life for Dungeons, Mutations, and PvE content. I am not to sure how they would effect PvP.

The absorption changes are me as a tank looking out for all my squishy 5 con strikers out there putting there squishy glass like bones on the line each and every day. Also one last note this absorption would also work towards a cap with ward potions for elements in mutations so I don’t think it would be to strong in those cases. Anyhow I hope you all have a wonderful Day/Night!

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I actually like this and agree with your suggestions! Well done!

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Maybe even knocking up some gem absorption to 2% physical 1% elemental (Diamond) / 2% Elemental 1% Physical (Malachite) / 3 % Elemental (Opal) / 3% Physical (Onyx)

AGS doesn’t read and even they read, we hardly see them to apply in actual game in these +1 year period truly. They just follow whatever in their mind that can be seen from 2023 Roadmap too.

But thank you for your effort to share your ideas friend.

For Orb/FSG protection and other similar utility protection procs I don’t see why they won’t just have the abilities provide a universal pve ward buff so it has no impact in pvp… at least it’s a lazy workaround similar to how they’ll just buff bane for ranged rather than just making sure pve and pvp aren’t directly linked numbers wise.

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