Baranov wrote:
Dulrik wrote:
There will be more of a reduced power level in the area of weapon bonuses. But that's also intentional as we wanted to try to do some things to improve tanking and slow combat.
I have only one qualm about this statement. This is a blanket 'debuff' to weaponry. However, the only weapons to date that are guilty of making tanking incredibly difficult and making combat end lightning fast are massive polearms.
Admittedly I have yet to test, but I would hypothesize that those massive weapons will be even more depended on due to this blanket reduction to weapon's enchant capacity.
Not necessarily.
This ties in nicely with my original post about the update, with the impact being dependent upon builders and how they choose to itemize or provision the innate enhancements on weapons. For instance, if we assume that each weapon is given a budget of innate enhancements based on the item's level - it stands to reason that budget can be used in a way that makes the weapon more powerful or less powerful relative to other weapons of the same sub type and other sub types.
An inefficient use of the budget, for example, would be an innate enhancement to speed on a fast weapon, like a rapier, or an innate enhancement to damage on a slow, high damage weapon, like a glaive or halberd. Conversely, an effecient use of the weapon's budget could make it relatively more powerful: a slow, two-handed weapon with innate speed enhancement or a flail with innate accuracy enhancement.
The power of weapons going forward will not only be relative to other sub types, but also to other weapons of the same sub type depending on material type and how the builder chooses to use the item's budget for innate enhancements. You are now at the mercy of builders because you can no longer customize a weapon by removing a sub optimal innate enhancement (i.e. fading).