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could we maybe get set bonuses back in some other shape or form?


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when they added the brightshade set bonus, i thought they were really awesome. making players choose whether to have the extra storage from a backpack or the extra damage from the set was really cool, and i'm still kinda bummed out that the bonuses basically got moved to the helmets

i mean, mixing and matching end-game armors is great too, void robe + brightshade helm, W.A.R.B.I.S armor + brightshade helm, dreadstone armor + brightshade helm (i think the brightshade helm might be too good), all great options, but aside from dreadstone and maybe void gear, you don't really have an incentive to wear both pieces at once, as the helmets just do everything that you'd ever need and more

maybe a simple durability increase when you have equipped both, or some other form of set bonuses would be really cool. what do you guys think about this?

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2 hours ago, fabin said:

making players choose whether to have the extra storage from a backpack or the extra damage from the set was really cool

you could just carry around the body armor and wear the helmet at all times, temporarily dropping your backpack in exchange for the armor, it never was a choice you had to make.

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I just dislike how all the damage is tied to the helmets. Brightshade helm, void cowl, warbis hat, and enlightened crown. Meanwhile the speed is all body slot (mag, warbis). I'd appreciate some damage on the body slot and speed on the head slot so we can specialise if we want to.

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6 hours ago, fabin said:

maybe a simple durability increase when you have equipped both, or some other form of set bonuses would be really cool.

this actually (sort of) does happen!

when wearing either the full void and brightshade sets, you get an aligned 85% damage resistance, and an aligned 25% planar damage resistance

these supposedly aren't just the 10% resistances stacking either, since that would only make 83% and 19% respectively. these seem to be intentional set bonuses (albeit  rather underwhelming)

a similar thing happens with dreadstone armor as well, but with only 92% normal reduction and 20% planar reduction (although you can currently mix and match dreadstone/void gears and still get these set bonuses)

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11 hours ago, lenship2 said:

a similar thing happens with dreadstone armor as well, but with only 92% normal reduction and 20% planar reduction (although you can currently mix and match dreadstone/void gears and still get these set bonuses)

Dreadstone gear doesn't actually have set bonus for aligned resistance, it armor and helmet each offers 10%, total 20% when you equipping both of them ( its summation, then multiply damage ). Its set bonus is +50% durability recovery rate and -50% sanity cost. 

Equipping the Dreadstone and Void at the same time will not trigger any set boune either of them (5%+10%=15% aligned resistance, no faster durability recovery). Mechanism still reward you to equip gears made of the same material.

17 hours ago, fabin said:

maybe a simple durability increase when you have equipped both

In addition, this aligned resistance is also effective for the durability of armor and helmet. So in a sense you're asking for already exists. :P

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13 hours ago, Masked Koopa said:

I just dislike how all the damage is tied to the helmets. Brightshade helm, void cowl, warbis hat, and enlightened crown. Meanwhile the speed is all body slot (mag, warbis). I'd appreciate some damage on the body slot and speed on the head slot so we can specialise if we want to.

it might be a matter of  balancing. Because there's such a strong association with headslots being the designated damage boosters, they'll continue to follow this pattern, as to not disrupt the status quo they created.

There's a very strong reluctance and I've got a mild suspicion that Wanda is a culprit. Wolfgang to a lesser extent, but so many characters falling short of 150 damage breakpoint can't be a coincidence. Not even Wigfrid's charged elding spear dash on wet enemies breaks past 150 damage.

With a body slot piece that increases damage, there would be a good amount of characters who could break 150 damage per hit under reasonable circumstances and I think this is by deliberate design.

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