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  1. #1
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Raid Items To Modify Items

    The idea here is to introduce a raid without actual ready to use equipment but instead just mostly unique consumable items that can modify items.

    1-Magical Extraction Tool: Extracts an effect from named item (Other than weapons, minor artifacts, and armors) and turns it into a shard for a crafting system associated with the raid. The item extracted from is destroyed, the resulting shard can only be used to make an item of the same kind that the effect came from.

    2-Heirloom Toolkit: Converts a necklace to count as a trinket instead

    3-Memento Chain: Converts a ring to be equipped on the necklace slot

    4-Enchanted Jeweler's Clockhand: Removes most recent item type conversion

    5-Tome Of Sharing: Reading from this tome allows you to enchant one bound to character item to become Bound To Character On Equip and Bound To Account

    6-Glorious Enchant-able (Equipment type name here): belt, ring, trinket, necklace, offhand defense (orb, Buckler, small shield, large shield, and tower shield), cloak, bracers, boots, gloves, goggles, and helm

    7-Set Sundering Toolkit: This item destroys an item with a set bonus creating a kit to imbue a single item to belong to the same set that said item belonged to (This effect will overwrite other sets currently present on the item).

  2. #2
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    Please, no. We have enough crafting systems, most of which are already difficult to farm materials for in non-raids.

    If you're looking to go back to the glory days of Thunderforged Crafting, IMO this isn't the way to do it. 2 & 3 are a holdover from Slavers, which isn't necessarily a good thing, and it's locked behind a raid-wall. 5 makes it easier for alts...of top-tier raiding players

    1. Effectively fully custom items? Absolutely not. That's a slippery slope to Ratcatcher with Legendary Stealer of Souls and Glass Shards. But less specifically, it's removes removes any semblance of unique effects from items, which are typically balanced individually but not necessarily systemically. Definitely the most dangerous and unbalanced of the suggestions

    4. Uh...why? Would this be cheaper than 2 or 3? Otherwise there's no point

    6. One cannith crafting slot per gear piece obviates a lot of loot tetris and therefore balance. It also generally bloats player power by removing tough choices

    7. Probably the second-least balanced? This removes potential for set overlap, meaning you could have both Silent Avenger *and* Wallwatch active at the same time, to give one example. Top-tier player power increases ~15% across the board, the vast majority of players get a substantially smaller bonus

  3. #3
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Discpsycho View Post
    Please, no. We have enough crafting systems, most of which are already difficult to farm materials for in non-raids.

    If you're looking to go back to the glory days of Thunderforged Crafting, IMO this isn't the way to do it. 2 & 3 are a holdover from Slavers, which isn't necessarily a good thing, and it's locked behind a raid-wall. 5 makes it easier for alts...of top-tier raiding players

    1. Effectively fully custom items? Absolutely not. That's a slippery slope to Ratcatcher with Legendary Stealer of Souls and Glass Shards. But less specifically, it's removes removes any semblance of unique effects from items, which are typically balanced individually but not necessarily systemically. Definitely the most dangerous and unbalanced of the suggestions

    4. Uh...why? Would this be cheaper than 2 or 3? Otherwise there's no point

    6. One cannith crafting slot per gear piece obviates a lot of loot tetris and therefore balance. It also generally bloats player power by removing tough choices

    7. Probably the second-least balanced? This removes potential for set overlap, meaning you could have both Silent Avenger *and* Wallwatch active at the same time, to give one example. Top-tier player power increases ~15% across the board, the vast majority of players get a substantially smaller bonus
    1-When I proposed this system, I saw exploits for if weapons were created hence why the description explicitly states that weapons would not be in the crafting system and that the effects removed from an item are restricted to being placed on the same item type.

    4-Some builds can make better use of a ring slot or neck slot item, being able to remove a conversion would be useful. Not sure your question using the word cheaper even makes sense......

    6-The idea is for this not to be a cannith crafting system, and ideally there would be a strict limit on how many items you would be able to equip from this system (either 1 or 2)

    7-Artifact bonus does not stack with artifact bonus, your example is a very poor one as the resulting set overlap would not be all that powerful to begin with as both have artifact bonus type effects that will not stack with eachother.

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