I think most things are well represented in controllable stats on equipment, like dodge and parry. Maybe could be expanded slightly so max value was a little higher.
There are two things though I would really love to see added:
Fight skills that add elemental effects, as have been mentioned. It would be more fun if it was a skill to be toyed with rather than something static on the item after it's been created. Ideally, too expensive to possibly use every hit. A special attack, so to speak, that the meleer has to choose opportune times to use it.
And secondly, four new boosts that are added to crafted items. Simply put, hp, sap, stam, and focus regeneration rate boosts. Keep the current max as they are, but the crafter will have to choose between specializing in increased max stats or fast regen. I'm not sure what would constitute decent rate increases, but I think if the player has all regen boosts on a single stat on all equipment, it would be beyond double rate, on to triple or even quadruple.
Ideas for spicing up crafting boosts
Re: Ideas for spicing up crafting boosts
Last edited by sehracii on Mon Jul 25, 2005 7:25 pm, edited 1 time in total.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Ideas for spicing up crafting boosts
Good idea now that they are puting stat requirements on LA and jewels. No worries about newbies that regen their entire pool in a tick or two. Saw this once with a HP aura, and it was... kinda frightning, actualy. But the Highbies would have the regen that they would find oh, so usefull.sehracii wrote:I think most things are well represented in controllable stats on equipment, like dodge and parry. Maybe could be expanded slightly so max value was a little higher.
There are two things though I would really love to see added:
Fight skills that add elemental effects, as have been mentioned. It would be more fun if it was a skill to be toyed with rather than something static on the item after it's been created. Ideally, too expensive to possibly use every hit. A special attack, so to speak, that the meleer has to choose opportune times to use it.
And secondly, four new boosts that are added to crafted items. Simply put, hp, sap, stam, and focus regeneration rate boosts. Keep the current max as they are, but the crafter will have to choose between specializing in increased max stats or fast regen. I'm not sure what would constitute decent rate increases, but I think if the player has all regen boosts on a single stat on all equipment, it would be beyond double rate, on to triple or even quadruple.
Noh
Zorai
Infinity