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.
|
![]() |
" 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.
|
![]() |