If they introduce protection buffs again.... then they absolutely need to allow access to those spells for Destro/Mk players. Do you not see the problem?
Destroyer/MK didn't have access to either buff before other than being able to equip 3 enchants, which were stronger than buffs but more limited in the number of buffs you could have. Good destroyers did just fine after all the buffs they got during RoA, even with that limitation, until combat balance started going downhill.
Some self buff passive skills Lightbattlespike whit cd Revert unique effect off magic spells Revert unique attribute of weapons Add the most important enchant on armours weapons
I'm aware of who had access to what. Destroyers were mainly only relevant until everyone had maxed characters after the 24x gain change. Maxed self buffs were equivalent to Q3.66 enchants(Q4 if you used a high magnitude Corpsecaller or Darkscepter). You're talking about reintroducing buffs that cost on the order of 4-12 gold that provide the utility of an enchant that costs roughly 15,000 gold and further isolating the market with respect to q4/5 enchantment components. And you still don't see a problem? We've nearly reached feature parity - such that whenever you kill an individual.... you can most likely expect SOME arrangement of enchanted jewelry to be excited about. That excitement isn't solely reserved to Destro/MK players now. It's everyone.
I'm fully aware of this. This is the reason why I suggested we get consolidated enchants (one physical/infliction, one elemental/holy/unholy) so we get the best of both worlds. Unfortunately, the majority of the community voted against that, so instead I'm stuck having to choose 3 enchants when there's 4 PVP viable physical damage types, not to mention the other 7 you can also enchant for (as well as water breathing). This type of customization leads to rock/papers/scissors pvp encounters and I'm personally against that. I can deal with having to pick and choose when I play full heavy, simply because all other protections are still going to be high anyway so I'm not gimped.
I believe the developers already took note of that suggestion and made hints to more enchantment options when/if they revamp the enchanment UI. The meta at the top is pretty clearly defined, at the moment. Nearly everyone wears slashing, piercing, and arrow enchantments in our group. Though.... it doesn't seem to have caught on with other groups. I've noticed they tend to do slashing and double elemental protections.
All the love in the world to the dev team, but I have no reason to believe this is coming anytime soon. I think piercing and slashing are mandatory, the 3rd enchant is debatable unless you find yourself swimming a lot.
Add the most important enchant on armours weapons by default ( phisical protection - enqumbrance- damage - mana and stamina efficency ) for the other enchant players need to use the enchanting station ( whitout take reagents from you re banc ) for me it's the best solution for new players and casual player whit only 2 hours for day
What exactly is the current gripes with the combat? From watching videos, haven't been able to play in months, the combat looks to be the best its been in ROA since alpha (when it had simply DFO combat). ROA Since beta has been a DPS race where in most instances whoever got put on the defensive first would lose because of the high front and back damage (65 to back almost everytime, 40 to the front everytime, negates all heal cycles). It looks like this is finally remedied to an extent. But maybe that isn't how it feels when you play it. But watching videos the combat looks like something i'd actually play again, and i left because i got sick of the DPS race in small-scale PVP. SO what is the problems people have?
Still a DPS race. There isn't much counterplay aside from resetting a fight if you don't get an advantage from the get go.
Casting and landing debuffs in exchange for 80 damage being done to you, and them drinking a pot to remove it all while closing to melee distance aint wurf. IDK. I can still beat some destros, but I think in terms of balance it is pretty tipped in their favour ATM. Something tells me the slow won't matter in melee either. We DPS Checked a hasted mage VS an unhasted destro, the destro won with like 140 hp.
Still getting splashed for 40 while parrying in full heavy. Mage killer damage feels a lot weaker than it used to be, specially since back damage was nerfed and you'd often get free backhits on kiting mages. Edit: Also impales for 55 to the back. Not saying destroyer is weak at all, but I don't think it's unbalanced.
Honestly, I just gauge balance from 1v1s with @ArrowExpert and @Squanto, then from group fights. Squanto alone drained my bank of like 200+ panacea over ~40-50 fights. We did a small wager and each fight took 20-30 minutes. The decreased back damage means that people can reset almost indefinitely as long as they have a movement spell up and a mount. I have to manage every fight fully debuffed with panacea on cooldown when fighting good mages. Group fights are almost back to old DF with MK/Destro and baby haste added. So... that means that heavies are very powerful in medium scale fights(5-10 v 5-10), but become less and less effective as AoE spams become too effective due to sheer volume of numbers.