Quote:
Originally Posted by Caswydian
While something like that is possible, it would create a lot more DB overhead, since each piece of armor would have to be stored individually. It would also cause balance issues if people could readily min-max their armor. This would also greatly diminish the value of dropped and quested gear, up through fabled.
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This wouldn't reduce the value of dropped and quested gear if they too functioned in the same way. See my earlier post about ROG (Random Object Generator) loot. The idea of the game being able to generate unique magic items with stats useful to the group running an instance is appealing, no?
Quote:
Originally Posted by Caswydian
What could work, however, is a more advanced adornment system, where items can have more than one adornment slot based on quality, so handcrafted/treasured items might each have one, mastercrafted/legendary items would have 2 and fabled items would have 3. Base stats would need to be adjusted down a bit to compensate for people placing multiple adornments but it would allow for much greater customization.
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This too would work. But, instead of the multi-slots forcing a rebalance, instead why not create legendary and fabled items with less umph, but more slots? In efffect, the extra slots are what makes the item fabled. How about an item with nothing but six empty slots? What would that be worth?
I'd suggest the following:
Handcrafted: 2 slots (who uses it anyway? maybe with an extra slot...)
Treasured: 1 slot
Mastercrafted: 1 slot
Existing Legendary: 1 slot
Existing Fabled: 1 slots
New Legendary with lesser stats: 1 to 2 slots
New Fabled with lesser stats: 1 to 6 slots
Combine this with class-specific adornment drops and quest rewards and you have a system where devs don't have to resort to making "leather" for all healers when there is a time crunch. When the crunch occurs, simply make generic "healer" adornments and pass them out as the quest rewards. Let the players decide which suit to place the adornments on.