Enchanting is coming. The first pass is going to be rebalancing all of the classes and abilities, which you should be seeing in the near future. That should also include the first pass at updating items. Crafting updates will probably come after that, and hopefully enchanting can be included. It's tough to nail down a brand new profession until the base classes are balanced and tuned properly.
And I hope I don't get in trouble from John for saying this, but work on enchanting has already been started and it's something I'm working on (along with a bunch of other things).
What would be great is a discussion specifically on enchanting. Questions to think about would be:
Should enchanting be for all slots, or should it only be for select slots?
Should there be many generic enchants, or fewer, more impactful enchants?
Would there be multiple ranks of enchants?
How would a player gather the materials needed for an enchanting?
Should you only be able to enchant your own gear, or should enchanting create an item that can be traded and applied to an item?
Should there be variable qualities to enchants like there are with gear drops?
What kind of enchants should there be? Should it just be flat stat increases, procs, new things?
@Gruntled-Employee I agree with this, Massively. Homing Skulls sounds like a splendid idea, as long as it not able to do superb amounts of damage and the skulls are laughing as they fly.
OK I found a video someone recorded in playing Wizard Wars HL mod with bots. Remember the mod was designed initially to be a fantasy version of Team Fortress Classic.
Here's the part of the necromancer using the homing skull attack: https://youtu.be/YBV056QZ4S8?t=6m56s
I remember trying to animate the FPS view mode for that spell, had to do some weird workarounds to get the chattering skull animated properly.
In case anyone is interested, here's another video I found showing all the different classes/spells in the game, the guy did a great walkthrough, and explanation of everything https://www.youtube.com/watch?v=p4kqHXLY6W4
Mighty Blow is the lowest cooldown ability in the game along with Cleave, does good damage and increased threat. Not sure what the problem is here. If it was an aoe ability then it would need to have a much longer cooldown, and wouldn't be any different from Cleave which already deals good damage, generates good threat, and has a very short cooldown.
Charge is a 4 second cooldown ability that moves you to the target, deals good damage, and increased threat. This is a perfect tanking ability.
Bash is a 2 second stun on a short cooldown. This is very useful for peeling mobs. And aoe taunt isn't needed, and would just turn the class into easy mode. Charge, MB, Cleave, MB. It's a pretty simple rotation really.
Unstoppable is a crucial skill for pushing higher difficulty content because it gives you stun and movement cc immunity. Nothing will wipe your group faster than the Champion getting stunned on a pull. The attack speed buff just increases your tps.
Immovable Force is also an excellent ability if you know how to generate and manage threat. I've tanked many elite packs with several guys using blessing of might on them with a rotation of the Champion's dr abilities.
I agree with that Shield Wall is lackluster and could use a change. FoJ has some very limited uses, but overall could use a change as well.
Seems like you are asking for the Champion to just aoe taunt everything with every button press. Yes, the Champion is the best tank in the game, yes they are able to hold threat, and no, it's not as easy as hitting whatever button and expecting everything to be on you. You have to pick and choose what targets are dangerous enough to tank, and then you have to actually tank them. Aside from Shield Wall and FoJ, the Champion kit is one of the most polished in the game.
If you're having problems holding aggro then you're either under geared, under leveled compared to your party, or are just not doing it right. I've tanked multiple Insane runs with some of the highest dps/most well geared people on the server and haven't had much issue. The Champion isn't designed to just run into a room, hit a button to grab everything then just stand in place while the group kills everything. I agree the class could use a few tweaks, but it's not nearly as needed as some of the other classes right now.
@Xenrick Exactly, This class shouldn't be able to do what every other class can do, but not be better than any and my biggest problem is that it's a theme of a witch hunter and your talking about hunting werewolves, wouldn't that be a werewolf hunter actually?
@Fortune I didn't exactly mean a slow archer and we don't know if they are gonna add more opened up dungeons, I just think that there should be more use to draw back and damage values to make things more interesting and who says attack speed can't make the draw back and firing faster?
For the Bruiser class pet, how about having your friendly wolf mount being able to attack as a friendly beast?
Since mounts aren't summon able in dungeons, the same key could allow you to summon it as a pet to attack mobs, etc.