Hi again everybody Atholl here with new suggestions this time around i will try to fix armors and weapons that are underpowered (to the general opinion) :
SETS:
Cobalt:
Yes evryone knows that cobalt is outclassed by the Royal jelly/Ice queen/Ironmight set in terms of defense and by the Skolver set in terms of power and status resistance; so how to fix it without making the other four useless ?
I was thinking about adding the status resistance of low on all status for both pieces thus will provide more survivability while still having less specialized defense
Fallen:
Shadow defense with a very high penality on one, out of two, of the monsters families that deals shadow damage? might works on levels whith only undeads on it but everyone knows that fiends and undeads gets along very well so i'm proposing a little buff on the already existent asi taking it to Medium from Low and increasing a little the shadow defense.
Ancient Plate:
Highest normal defense, health +3 on both pieces and stun resistance is good but not enough in T3 where hard hitting monsters and pure non-normal damage dealers lives, i say that this set should be even more tankier by reducing the damages taken by 10% on each piece resulting in preventing 1/5 of every incoming damage types (but since it is a % reduction monsters can always damage you).
SHIELDS:
Aegis:
Same problem as cobalt line and even if it hurts me a lot....... same solution (i fear that all this accumulation of status resistances are beginning to be a little OP)
Heater shield:
many people say the heater shield is underpowered etc. but it combines the freeze status resist usually found in the skelly line with the defensive power of the owlite shield, the only modification that i possibly make here is that if you are freezed, uppon shielding you break free from freeze.
Ancient plate:
talking about T3 this shield is almost useless, i think that this shield needs to bee a team buffing adding additional normal defense on other shields on your team.
WEAPONS:
BOMBS:
Big angry bomb :
The big angry bomb it's not wieldly used because the nitronome does the same job better, you will hear many people whine about being slow charging with a long fuse time but that's it , that's what makes it differ so much from the nitronome so without changing
the cons. let's see the buffs : i feel that a simple buff on the area of damage and damage output should be enough
Irontech destroyer :
slow charging speed , small radius normal damage and slow walking speed.... man that's what i call underpowered even with the chance of stun (that by the way the big angry bomb already have) isn't a vailable weapon (not because it doesn't deal damage or it isn't any usefull , just because some bombs do the job better).
So what to do ? Since nitronome and big angr bomb have rispectively: fast charge and high damages.
The only thing left is the fuse time so what about not giving it any ? Meaning that in the moment you relase it, it immediately detonates.
Heavy deconstructor :
studied for countering constructs , many bombs do the yob better,
fast fix : take it to 5* make it elemental damaging take the bonus from high to very high against constructs.
For now that's all i will add more once i will get more time to write it, as for now i'd like to hear your opinions about it.
Low defense against a status is almost the same as nothing. Pick 3 and boost them to medium instead.