Revision for crafting
How about more more mods can imbued onto armour, maybe jewels, and the ability to use more charges on the runic kits (barbed) to get the possibility of more mods? At the moment a large number of people just use a full suit made from legendary loot items (myself included). I still imbue my own weapons because loot weapons are pretty hard to find with decent mods (apart from splinter weapons). When I say decent mods I mean mods that work well together from the same "named" group.Kyronix said:You'll have to be a bit more specific for me to try and get you an answer...
Maybe the ability to have more control over the mods when reforging. I mean its not much fun spending ages training up a legendary crafter when its all down to the RNG which mods you get.
spined/oak/gold: +40 luck (when making luck suits)
heartwood for either 5 HCI / 10 damage increase
bloodwood for the 2 HPR
You could add bonus properties to all of the other materials to spice things up a bit. Bump up the resists you get from enhancing along with bonus mods.
So for example, you enhance something with horned leather you would get resists and lets say 2 MR. 100% success with the forge tool of course. The resist bonus from horned is currently: 2,4,3,3,3. That could easily be doubled these days. Even with base resists then enhanced it would still be quite a way off the resists from a legendary (brittle) part that rolls with max resists.
Say for example you find a loot ring with the following:
FC 1
FCR 3
DCI 15
SDI 15
DI 25
Using some resources and maybe some gold the crafter could choose 1 mod (in this example the damage increase) and have the ability to re-roll (you would need to think of a cool name for this) the mod and it would swap to something else random. Lets say it lands with 15 HCI. Don't want this? roll again!
Maybe we could think of "balance" between crafted and looted items differently.
Right now it seems that making crafted and looted items "balance", means making them the same power. I.E. if one goes to 60%, the other should go to 60%. If one has 8 mods, the other should have 8 mods as well.
Playing off what @DJAd is saying, maybe we could think of it as:
Looted items have more powerful modifiers overall, but those modifiers are random.
Crafted items have less overall power, but are completely controllable.
Leave reforging/enhancing in game, but remove the RNG from them entirely and allow the player to make exactly what they want.
That way the balance point between crafted and looted becomes "control" vs. "power", rather than "power" vs. "power".
Make crafters, you know, crafters, and leave the RNG for loot. Who knows what an Orc or Deamon want's on their gear anyway?
”year 1 boost crafting
year 2 crafting is op boost loot
year 3 loot is op boost crafting
rinse and repeat”
why can they not just admit their mistake and say yes we were right to put brittle items at 75 durability and we were wrong to listen to customers. Devs are almost always right. They should have more faith in themselves. Put brittle back to 75 and go on holiday. No extra work required.
Legendary items have become too much, they are losing value more and more,we have already discussed many possible solutions for craft changes,and bringing to correspondence to the world loot the items made by the craftsman. Sir Kyronix, if you are interested, I can write you this in personal message on email.Kyronix said:You'll have to be a bit more specific for me to try and get you an answer...
Feel free to send an email to uo@broadsword.com if you prefer! Will certainly be read!Zed said:Legendary items have become too much, they are losing value more and more,we have already discussed many possible solutions for craft changes,and bringing to correspondence to the world loot the items made by the craftsman. Sir Kyronix, if you are interested, I can write you this in personal message on email.Kyronix said:You'll have to be a bit more specific for me to try and get you an answer...