I will just list by number the item - the change and then below the reason for the change:
Note: None of my changes support overpowering anything. For example, I will not say "Make sealed sword lines and brandish lines pure elemental / shadow" just because it would make them better. If I gave a buff to armor, I will be explaining why.
Compilation because I have seen these in multiple places and some of my own threads.
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1. Azure Guardian Helm and Armor - Make each piece give Charge Time Reduction: Low.
Reasoning: Azure items right now are A. Not used, or B. Used as a costume. If Azure Guardian is used, the user is only gaining defenses that every other piece has equal to. There is nothing besides looks that sets aside Azure Guardian and there is currently no non-bomb charge time reduction gear. This would definately make it unique, and because it goes along with Calibur as the "default vendor" set, charge time reduction will be finally benefitting the unknowing new player that got this and calibur, if not benefitting them more because they cannot afford CTR trinks or UVs and use the Leviathan charge attack a lot (Remember, these are new players that typically use this set).
2. Bombastic Demo Helm and Suit - Make each piece give Shadow defense instead of Elemental defense.
Reasoning: A. Bombers have no bomber shadow defense gear, B. This piece is used by nobody unless used for looks. If it is used by somebody, they probably regret getting this as CTR for bombs is much greater as well as fire resistance. C. The Mercurial Demo armor is basically Bombastic plus a movement speed and plus shock resistance. This set is completely clouded over in every way possible, some may even say by looks as well. D. Swordsman and Gunners both have shadow defense gear (You cannot say Deadshot is not for gunners, because it affects guns and comes straight from their armor line) while bombers do not.
3. Mercurial Demo Helm and Suit - Make each piece give Piercing defense instead of Elemental defense.
Reasoning: A. Bombers have no bomber piercing defense gear, B. This would fit the theme of quicksilvers being piercing resistant, much like its Mercurial armor counterpart. Typically, this is not the first bomber set that bombers got nor can get because it is shadow lair, so a majority can and will for future new players already have / get elemental defense bomber gear first.
4. Mercurial Helm - Make the helm, and only the helm, give medium movement speed increase.
Reasoning: There needs to be something that sets Mercurial and Mercurial Demo apart from eachother. A swordsman will need a reason to get this rather than a bomber gear. The reason I chose the helm is so it cannot be coupled with Volcanic Demo Helm for a medium CTR, medium MSI. That would be taking too much advantage of this buff and make some bombers rather do that than Mercurial Demo. Also, most note that medium MSI from both Mercurial pieces is not noticable or helpful and needs to be coupled with something (much like the Mercurial Demo is) in order to be more useful.
5. Chaos Hood and Cloak - Make either each piece give an additional damage low or only one of the two.
Reasoning: A. This set is currently not used, if used most likely as a costume. B. Those using this set feel more hindered rather than helped by their own armor. This thing is lagging and needs a straight up buff to be even considered. The reason for me chosing ASI loe is because A. The theme of this armor is to be destructive while weakening yourself, B. The theme for this armor is to be useful all around. Bombs, swords, and guns alike take advantage of damage bonus. Currently, there is no reason to consider this armor since a half gun / half sword set would provide better defensive as well as the same attack bonuses. Medium damage on each Chaos piece would benefit both guns and swords MORE as opposed to half gun / half sword set for a hybrid, while giving less defenses. These are the type of decisions we should be making between armor instead of one out-weighing the other period.
6. Nameless Hat and Poncho - Make each piece give a small amount of fire resistance.
Reasoning: A. Gunners thirst fire resistance UVs and other status UVs currently because we are given no great status if not negative status on our gear. B. Both bombers and swordsman have elemental defense gear with fire resistance. C. Not all gunners are on their A game every second they play, as it is more than possible for a gunner to get HIT! :O. Keeping C in mind, the whole theme of this armor (or rather the theme of gunners) is that we do not get hit while shooting as much and our goal is to dodge. Currently, there are people taking Vog over gunner gear to gun just because of the ridiculousness of being hit and fired without fire resistance. To keep this theme in mind, we add a small (but not equal to Vog for example) amount of fire resistance. Fire resistance helps duration, chance of getting fired, and damage of fire. Having the bar nearly filled vs. having 0 fire resistance is a ridiculous jump.
7. Deadshot Chapeau and Mantle - Make the damage bonus only affect guns.
Reasoning: This one will get the most hate, but currently there are people that blatantly call this not even for gunners. A. It comes from gunslinger line, therefore should affect guns and guns only. B. The description on the chapeau is "those that never miss their mark" and the description on the mantle is "a poncho for a pale rider" both implying the use of guns. C. Most swordsman and bombers with a tiny bit of concern for their future do not go into this set. If you are a here and now guy, then you might have gotten a gunner set to help your swords / bombs without much thought period. Armor should be subjected to change and people should know that.
8. Shadowsun Stetson and Slicker - Remove the negative poison resistance.
Reasoning: A. SL Snarbolax is "end-game content" and deals poison and piercing. This set has the right defense, but the opposite of what you want for status. B. The description of each piece never implies the user is weak to poisons. Only curse. Basically, it was added without reason and now we suffer from a bad "end-game" boss and armor combination. C. This set provides low benefits in the first place where most "class"-specific sets provide medium so there is no reason to make it negatively affect the wearer more.
9. Justifier Hat and Jacket - Make each piece give a small amount of freeze resistance.
Reasoning: Same reasoning as the Nameless balancing suggestion. This time it's for Ice Queen, "end-game content." I don't view shadow lairs as important so this is one of the last of my armor balancing suggestions, but there are some besides myself that do run them. On top of this, someone might have justifier for lockdown (though shadowsun is viewed as better) and we recieve no status resistances on (one of) our LD pieces while Skolver has freeze and Mercurial Demo (made more useful for lockdown with piercing resistance) has shock.
10. Almirian Crusader Helm and Armor - Make each piece give Charge Time Reduction: Low.
Reasoning: This armor needs buffed. It is shadowed over badly by a lot of sets of armor. A. I choose CTR low to go with the Azure Guardian CTR low theme. B. This armor is mostly used as a costume unless a Fire Resistance UV was achieved to erase the negative fire completely or another piece giving fire resistance is coupled with it. This way it would be, say, swapped in at an arsenal station for some graveyard or concrete jungle, possibly a fiend level, if one uses charge attacks a lot there. I see it by no means overpowering the item as it is a small bonus, but a small bonus is what the armor needs.
11. Ice Queen Helm and Armor - Reduce the piercing defense to line up with Royal Jelly.
Reasoning: This is another thing that people will hate because it is actually making us not as powerful like the Deadshot change. The reason that I think this should happen is so it does not cloud the Royal Jelly more than it already does. Currently, there is no sleep-causing monster but when there is Royal Jelly will have its use. Regardless, the piercing defense should be the same. This is because Ice Queen is inteded to be used on icy things, while Royal Jelly is intended to be used on Sleep-causing y things. They should both be evens from there and there should be no reason why Ice Queen has more piercing defense.
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So... What do you guys think? if there is something you agree / disagree with please say what and why! If there is anything that you believe needs balanced, please post below what and why as well. :).
Wow wrong flippin forums... I tried changing it to arsenal but I don't think it worked?
Edit: oh there we go