Anyone else think these mods are really weak?
I think they should raise the chance on them or even make them completely unconditional as in +1 always. I think that would make them at least worth considering in certain builds.
Attribute +1 mods
Kool Pajamas
death fuzzy
uhhh....no
having a 16 attribute thing is already pretty good.
+1(20%) in my opinion is already very generous.
having a 16 attribute thing is already pretty good.
+1(20%) in my opinion is already very generous.
Arkantos
PvE MM's would love this. lvl 19 minions FTW
PvP would hate this....bloodspike with 19 blood
anyways /notsigned
+1 always would be too strong.
PvP would hate this....bloodspike with 19 blood
anyways /notsigned
+1 always would be too strong.
Kool Pajamas
So you all are saying you use these mods all the time? I find them pretty worthless. The only thing they are good for is spikes. I dont see an extra 80% chance of having a couple extra points of damage too strong.
I never use any of these mods ever. There are much more useful mods to use.
I never use any of these mods ever. There are much more useful mods to use.
frickett
It wouldnt bee too strong if it was the same for everyone. Balance is great, I might have a +1 on my healing prayers, But that Axe warrior has a +1 Axe mastery. He can do more damage now, but i can heal more. Kinda just balances out.
JR
Quote:
Originally Posted by Kool Pajamas
Anyone else think these mods are really weak?
I think they should raise the chance on them or even make them completely unconditional as in +1 always. I think that would make them at least worth considering in certain builds. |
People take superior runes for the attribute boost. A superior gives you +2 in the selected attribute over a minor, which is the option for those wanting no HP loss.
-75hp / 2 attribute points = -37.5 HP per attribute point.
A +1 unconditional mod would effectively take the place of a +30 HP mod; the other major option for that spot. So in effect, that would work out to -30hp per attribute point.
So yes, +1 all the time weapon mods would have a balance issue.
However, your original point is not all that good to begin with, at least with some scenarios. For example; when switching out to my Inspiration Green set (I forget the name) to cast Drain Enchantment or Mantra of Recall, the +1 20% effect is noticable and nice when it happens. It isn't as beneficial as the 20% recharge mods, but it isn't completely worthless as some others are.
Kool Pajamas
Well then think of it as another minor rune. I still dont see it as unbalanced. No one is going to dominate anyone with this mod (the proposed)
Zui
No, they're not weak, but they're also not overpowered.
Garbock's is the name of that insperation green set ^^
Garbock's is the name of that insperation green set ^^