I could talk all day long about what should of been done with the new loot system. All we wanted was that shame loot be spread AS IS to every where else. Almost a year of shame loot being out and nothing was super overpowered, but there were still some sought after items. Instead they released it globally and changed it. It's been too long now to go back, so just have to keep moving forward.
Simple Comparison.
Legendary No Name Armor can Achieve ~ 17 mods.(Pretty sure it goes higher, but good enough for this comparison)
Valorite/Barbed - 7 Mods
Imbued Gear - 5 Mods.
"Easy" Solution.
Armor Reforging Changes
Fundamental - + 1 Resist (Scales with Runic +15 for val hammer, +5 for Dc)
Integral - +1 Resist (See above for scaling)
Structural - (+1 Resist) Adds Brittle, Increases Intensity of Main mods
Integral -(+1 Resist) Durability Scales with Runic (255 For Valorite, 60 for DC)
Weapon Reforging
Fundamental - +1 Random Mod (Intensity Scales with Runic)
Integral - +1 Random Mod (Intensity Scales with Runic)
Structural - Leave the Same as is now.
Integral - Durability Scales with Runic (255 For Valorite, 60 for DC)
This Beefs up High End runics while leaving low end runics relatively the same and won't destroy the POF market.
This means that if a player wants to burn 10 charges on a val hammer they could get
Current Brittle Val Hammer Mods
+4 Resists
255 Durability
Example
Mystic Studded Gloves of Haste
Crafted by Your Mom
Brittle
Dex 4
Mana 8
Stam 10
Stamina Regen 1
Mana regen 3
Lmc 8
Physical 17
Fire 19
Cold 3
Poison 18
Energy 19
Durability 255/255
Which would PUT runic crafting on par with Legendary Named Artifacts if they burn all 10 Charges.
With Imbuing, Allow mods to be taken to 7 (700 cap), but make them antiques once they hit 6-7 mods or break the 500 Intensity barrier. This isn't a GREAT solution, but will help slightly even the playing field for new players without them having to invest billions into gear.
Examples
Ring
Antique
Enhance Potions 25
Faster Casting 1
Faster Cast Recovery 3
Hit Chance Increase 15
Defense Chance Increase 15
Swing Speed Increase 10
Damage Increase 25
Durability 255/255
Studded Chest Of Haste
Antique
Dex 4
Hit Point Increase 5
Mana Increase 8
Stamina Increase 10
Mana Regen 2
Hit Point Regen 2
Lower Mana Cost 8
Physical Resist 7
Fire Resist 8
Cold Resist 9
Poison Resist 6
Energy Resist 6
Lesser Reforged
Durability 255/255
etc etc.
9-13 Mod Jewelry from loot is still sought after obviously, but players could still be competitive without it. And still within the normal limitations of Imbuing. So Overcapped mods would only come from loot/First reforging.
Simple Comparison.
Legendary No Name Armor can Achieve ~ 17 mods.(Pretty sure it goes higher, but good enough for this comparison)
Valorite/Barbed - 7 Mods
Imbued Gear - 5 Mods.
"Easy" Solution.
Armor Reforging Changes
Fundamental - + 1 Resist (Scales with Runic +15 for val hammer, +5 for Dc)
Integral - +1 Resist (See above for scaling)
Structural - (+1 Resist) Adds Brittle, Increases Intensity of Main mods
Integral -(+1 Resist) Durability Scales with Runic (255 For Valorite, 60 for DC)
Weapon Reforging
Fundamental - +1 Random Mod (Intensity Scales with Runic)
Integral - +1 Random Mod (Intensity Scales with Runic)
Structural - Leave the Same as is now.
Integral - Durability Scales with Runic (255 For Valorite, 60 for DC)
This Beefs up High End runics while leaving low end runics relatively the same and won't destroy the POF market.
This means that if a player wants to burn 10 charges on a val hammer they could get
Current Brittle Val Hammer Mods
+4 Resists
255 Durability
Example
Mystic Studded Gloves of Haste
Crafted by Your Mom
Brittle
Dex 4
Mana 8
Stam 10
Stamina Regen 1
Mana regen 3
Lmc 8
Physical 17
Fire 19
Cold 3
Poison 18
Energy 19
Durability 255/255
Which would PUT runic crafting on par with Legendary Named Artifacts if they burn all 10 Charges.
With Imbuing, Allow mods to be taken to 7 (700 cap), but make them antiques once they hit 6-7 mods or break the 500 Intensity barrier. This isn't a GREAT solution, but will help slightly even the playing field for new players without them having to invest billions into gear.
Examples
Ring
Antique
Enhance Potions 25
Faster Casting 1
Faster Cast Recovery 3
Hit Chance Increase 15
Defense Chance Increase 15
Swing Speed Increase 10
Damage Increase 25
Durability 255/255
Studded Chest Of Haste
Antique
Dex 4
Hit Point Increase 5
Mana Increase 8
Stamina Increase 10
Mana Regen 2
Hit Point Regen 2
Lower Mana Cost 8
Physical Resist 7
Fire Resist 8
Cold Resist 9
Poison Resist 6
Energy Resist 6
Lesser Reforged
Durability 255/255
etc etc.
9-13 Mod Jewelry from loot is still sought after obviously, but players could still be competitive without it. And still within the normal limitations of Imbuing. So Overcapped mods would only come from loot/First reforging.