Gear Overhaul
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Comments
The difference between the concept of the proposed mallet and something like tailoring shears is like saying we'll let you make splendors but you have to find someone with shears to proof them for you. It also furthers the situation where a warrior is hamstringing themselves by not being a forger with a mallet. If the mallet allowed anyone to do it without the forging ability then, hey, whatever. If you are forcing warriors who want the damage type effect to all take forging so they can use the mallet in the first place then we are right back to shoehorning large portions of the warrior community all into one tradeskill. It's how things were before, and it will be darn disappointing if we intentionally do so again.
You don't like the idea of effects on weapons, and that's okay. It's the framework we've been given to comment on, and I think it's a neat idea if it's done right. I'm against the idea of cookiecutter weapons. I think it will be way more interesting if people have to make hard choices about how they set their weapons up. It will require a large credit investment (as is customary with warriors) to load up on the effects.
I'll ask what is terrible balance wise from a warrior getting an extra link of power out of an astral node, a concept that when you reach the highest end of bashing becomes annoying when you keep topping out your reserves. Not faster linking.. just an extra link of power, and you have to be on astral spawning creatures to get it. Would it be possible for someone to sheathe that weapon and then run around and kill all the creatures with other ones? Sure. Having to unlink every 2 links to run around and do so, or swap weapons each time a creature walks in the room would sort of defeat the purpose, though.
Is an extra 1% crit bonus too much to give in place of, say, attack speed? Or base damage, or damage type, or any of the other possible options? Estarra said just earlier in this thread that they want to extend the effects to be able to be put on the staves and cudgels and symbols et al. This won't be exclusive to warriors in the long term.
The effects I suggested were largely things that could apply to any class, not overly strong, but interesting enough to hopefully make people consider which they should actually choose... maybe even carry extra sets of weapons, which is also a long standing thematic part of warrior life in Lusternia, which will die without some system to make different weapons shine in different situations. Even if forgers can change which effects their weapons have with relative ease, those who aren't forgers can still sheathe and draw new weapons to change gears.
It's also worth noting that, while many may not care, warriors used to have a huge amount of customizability when it came to weapons and combat. Damage weapons, precision weapons, precision with more speed, and max speed. Over time most of these were drilled into uselessness because they were so hard to balance... not because warrior weapons were supposed to be thematically bland in the first place. Bringing that flavour back to the class is ultimately a good thing, in my opinion, as long as it's done in such a way to be both easy to balance and encourage variety. Moving some of that variety into bashing/utility specific areas helps to give more options without killing balance as well as a good base of things that all can benefit from if the concept is indeed transferred to the items of other archetypes.
It's also unlikely that Divinus and Excorable damage will be added to weapon runes.
As to the power draw, there are already multiple ways to draw faster. Much like with criticals I doubt we'll see a need to add more sources for this.
While critical hit boost isn't needed, it would be nice to have it as an option just to widen the available thing to fill your weapon slots with.
If we ever look at criticals and making certain buffs non stackable, it'd be an option. But there are no plans at this time.
So...I get to get semi-divinus chain?
Can we get 2 enchanted slots? So like, could I get a chain that's 33% blunt, 33% psychic, 33% divinus?
Discussion about how powerful warrior classes have been in the past is, frankly, irrelevant. They are being redone, and the belief that they should or shouldn't receive any particular mechanic because of a previous, unrelated system is fallacious.
I suppose I can understand a distaste for a 1% crit bonus if people feel like there is too much. I have no idea how much people are able to stack up these days. If it's that big a problem I think a cap or diminishing returns would likely be a better way to deal with it than trying to pick and choose bonuses to stack or not stack, but that's really a discussion for another thread and I'll just eat my hat on putting it on weapons because I don't have enough data to make a compelling argument.
As for the linking thing, I would personally argue that "there are other ways to get power" is just as much a non-starter as "because it'd be nice to have the option." The combat implications are zilch, and the value of power, as a commodity on the individual level, is pretty negligible. I imagine that it would rarely be chosen by the majority of the populace, because when you have 3 slots to choose from, damage, damage type, and attack speed are going to be too attractive to give up for regular bashing circumstances. It'd be a situational effect only used when people specifically were linking for personal reserves. It's something I do personally, which is why I'm advocating for it as an option. Sure, I could go get loads of essence from elemental planes etc. and have a power aide unblock me to draw from my nexus, but I think it's more fun to get power from astral and I can avoid having to find someone to unblock me.
What I actually said was:
And there are, increased draw speed already exists in the game in more than one way. Your suggestion to double up reserves on a two for one draw when paired with either (or both) of those options allows for rapid recovery of reserves, which does have a tactical edge in engagements that are long and drawn out.
Hence why it's unlikely that such an addition will be made.
As to crit, between the increasing critical strike rate from levels 1 to 101, critical strike runes that go up to level four, lucky clovers, kiwi punch, critical hit food and a few other sources that include guild specific skillsets, we would be wary to add any further critical strike sources at this point.
Everyone without class-divinus damage seems to have divinus whips.
Now we're all excited (including admittedly, myself) about the idea that any warriors can get a little bit of any damage they want. And the non-warriors are going 'wait..' And now there's the idea for slotted caster weapons to make it fairer to non-warriors/monks.
This is all starting to seem a bit silly to me. If everyone can just have whatever they want, why even have different damage types? Are warriors and monks gonna walk around with multiple weapons, each with different damage types on them? Is anyone going to get anything but divinus enchanted on their hunting weapons?
There seems to be a problem here.
Now, when it comes to the proposition of converting some regular weapon damage to another type, yes I'd use more than just divinus. Fire weapons for icewynd, for instance. How many other places would I use those fire weapons? Not many, probably. I wouldn't buy a whip just for fire. For what a set of masterweapons costs, though, sure, even for only 1/3rd of the damage conversion why not.
tldr: Yes, I absolutely would carry around multiple sets of hunting weapons to customize my damage to the specific area I'm hunting.