(edited by fony.5102)
Add Defensive weapon sigils to the game
Actully yeah, i never noticed this – it would make sence to have 1 for toughness (and perhaps even vitality).
Zarturo: Elemental – Desolation.
I would rock out with my kitten out (self censor lol) if i had those sigils. The protection one might be a bit bull shizzo powerful but obviously these are ideas not balanced end products, and im liking it.
would +250 toughness really make a difference? In that same vain, would +250 vitality make a difference? Although I agree with all of this we have to ask if they’ll actually have an impact on what we do. The sigil that raises precision theoretically adds 11% crit rate and bloodlust gives us +250 damage. That extra 250 makes a big difference in our attack power and with 11% crit you could hit 100% crit rate for your build. Would having 250 more defense really help at level 80? Or in a dungeon? the protection one is definitely needed, but considering every class can use it it’ll make some even more overpowered. The thief can already avoid attacks by staying invisible and disappear as you’re about to finish them, and can permanently blind you if more than four of them attack you at once. Now they take 1/3 less damage on top of that?
uh, the toughness makes just as big a difference in damage reduction as the power sigil makes on damage output. all i have to do is compare the damage i take with a shield equipped vs a hammer(shield master trait) and the damage i take while reviving someone vs just fighting normally(determined revival trait). it scales just as well as power does.
as for being OP that’s conjecture, and the given scenario is pretty weak reasoning. in areas where balance matters, you can already get such boons on a thief because you have this thing called a team with you.
(edited by fony.5102)
been a while and still feel that this is needed.