A couple suggestion. White item value increase, offhand weapons, shock status nerf

Hello again,

during my streams a few things came to my mind and I wanted to suggest them here. The first is white items

White items: In the beginning white items were said to be equal, just more customizable. With magic and plagued items gaining 4 runes as well I think they lost their equal standing to other items. In the experimental we got gems that increase the effect of enchantments from items they are put in under certain conditions so this makes those gems even useless on white items. Instead of going the same route with infusion increasing gems, maybe instead give a bonus to items becoming masterworks?

A masterwork item could give a 50% bonus to equipped gems inside or gems inside count as a level higher then they actually are. This in endgame would give certain things that are only available through masterworks with a level of gem otherwise unobtainable.

Offhand weapons: During my stream Silas brought up how he hoped one bow stays offhand for flavor. We talked at that time how I was happy they will be mainhands to lose that absurd power of Sinew or Proud Lance as pure status sticks in your main hand. That would bring back those problems like Proud lance (40% lightning damage) so I had a random idea at that point that would also work for daggers, Wakizashi, axe and other usual mainhand weapons even in 1.0 if there are no special offhand versions
Uniques: For fitting weapon types there could be one unique that counts as an offhand it can be curated to not be insane with those stat sticks but gives flavor and other unique benefits. For example a parrying dagger that focuses all around parrying bonus.

Shock status: Plainly, I feel in live this one is too strong. I know bosses will gain a cooldown phase before statuses can be reapplied but if that is not on more it will stay. It deals big aoe damage, is quickly build up and can be started instantly again after the trigger making “gain focus on applying any status” insanely powerful. It has no weakness at the moment like other statuses especially burning which if enemies are in a puddle it won’t even work

My suggestion here would be, after shock filled, let the bar run down like plague, frozen and burn before you can reapply it.

Those gems are really sad, they don’t work because of bugs, but anyway they didn’t seem to work well as gems probably rings with similar effects would have made more sense.

In my opinion, at the effect strength levels in the beta, gems were strong, often even stronger than enchantments.

The white items fall behind not because of their effectiveness but because of their lack of flexibility/possibility, The problem is that there are too few effects and therefore you can’t make interesting builds.

In my opinion, ideally the gems should work as I explain here: The RNG Problem, Enchantment System & Gem System “TOGETHER” (BETA)

But given the changes that have been announced for the embers ( New Embers Concept! Feedback - #14 by Lombix_4 ) it is very unlikely that they will choose the solution I propose in that Topic.

In any case I think they would increase the interesting effects you can get through the gems, by fixing gems that are not interesting and adding new gems.

The fact is that the old bow is not adequate as a “bow”, but as a secondary weapon it only needed to balanced.

I think it makes sense that when they add crossbows the one-handed ones are secondary weapons similar to the old bows while the two-handed ones are two-handed weapons like the new bows.

@thomasmahler Talked about Orbs and Pipes as secondary weapons, Pipes were supposed to be used for Buffs (presumably that’s not their role anymore since “Body” runes exist) while the orbs are probably used to cast attack Runes in ways similar to the old bow.

The idea of ​​having a short weapon like: knives, parrying dagger, throwing knives, Wakizashi, etc. as a secondary off-hand weapon has been proposed several times.

I don’t know, I tried it and found it less satisfying than fire.

I know there are specific runes that make it strong because they make it proc multiple times on the same hit, but I’ve never used it this way so I don’t know exactly what needs to be fixed, but it seems to me that in normal use it is already weaker than fire so the specific cases in which it is too strong should be nerfed but in other cases it should also be buffed a bit.

Then the fact that fire doesn’t work in shallow water is a bit strange, it’s a giant middle finger and I found it quite problematic you lose like 25% of the damage just because you decided to use fire, I understand the logical connection but it doesn’t seem fun to me especially against bosses.