Redo Helmet Enchants or offer more general helm enchants

The problem is that there are enchants that make certain skills playable in the first place like Summon Skeletons. Same with threshold jewels. Just overall shitty design.
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Bananaplasm wrote:
The problem is that there are enchants that make certain skills playable in the first place like Summon Skeletons. Same with threshold jewels. Just overall shitty design.

The problem does not come from the enchantment there.

And I'm pretty sure that summon skelly is playable without it (not saying that it is OP or anything ...)
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Apr 20, 2017, 9:16:50 AM
40% attack damage

40% spell damage
45% curse duration

12% increased aoe

40% minion damage
15% minion attack speed
36% minion and totem ele res
30% increased minion duration

and there is still a shitload of specific mods like "Smoke Mine grants additional 30% increased Movement Speed" but this saves some hard drive space

There really is not reason to spread out the damage mods

Even spell damage and attack damage can be put together as increased damage
Need more brains, exile?
Yeah, I guess the helmet enchant isn't really mandatory and is only a viable option if you're rich and want to boost your character. What does anyone think about sealing the enchant though that you can then reapply onto other gear? Obviously there would be a sealing cost, but at least you wouldn't feel you have to pay for the same piece of gear twice.
Just make an orb that drops at about the same rate as chaos that puts on a random enchant on these items.

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