The recent incident with the nerf that turned into a buff with the Protection variants got me thinking about a way to rebalance the enchantments. A way to make them more worth using while still being able to nerf their new strong effects without nerfing them into the ground or nerfing Protection.
So, to recap how the enchantments work now, they give +8% protection per level up to 32% per piece of gear for a certain damage type, while Protection gives +4% per level up to +16% per piece of gear against almost all damage sources. However, once you reach 80% protection from a damage source, it won't go any higher. This is reached at 2 pieces of Protection variants (64%), and 2 pieces of Protection 4 (32%).
Increasing the damage reduction cap would likely be too strong, while nerfing Protection is basically directly nerfing most players.
So, my solution is we nerf the source specific reduction of Protection variants to 6% per level but give them 2% general protection. What this does is pretty special, they still are just as effective at their original job, but now using them doesn't tank your defense from all other sources of damage.
Now at this point the secondary effects can be safety nerfed, so you might need a full set to get "On Fire/Explosion knockback" immunity. Effectively using a full set would become the same as taking half a set with the current balance. A worthwhile bonus for taking the whole set, when before there was never a viable reason to use more than 2 pieces.
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