Footwear, metal (heavy) Necklaces Rings Potions Food Gems Animal Parts Edible Animal Parts Liquid Containers Money Other
This would help clean up the chest a bit and also make it easier to create the specialization skills you mentioned (ie. Blunt Weapon Specialization, Blade Specialization, etc.).
You could also create Master Specialization Skills. For instance, someone with Blade Specialization could also take Master Specialization: Longsword to further their skill.
Example: (What a player might have...) Specialization, Blade Lvl1: +10%AC and +10%AD with a blade weapon. Specialization, Blade Lvl2: +20%AC and +20%AD with a blade weapon. May take 1 Weapon Mastery skill from the Blade category. Specialization, Blade Lvl3: +30%AC and +30%AD with a Specialization, Blade Lvl4: +40%AC and +40%AD with a blade weapon. May take 1 Weapon Mastery skill from the Blade category. Specialization, Blade Lvl5: +50%AC and +50%AD with a blade weapon.
Weapon Mastery, Longsword: Gain +20CHS and +20%BC when using this weapon. Requires Specialization, Blade Lvl2. Weapon Mastery, Two-handed Sword: Gain +20CHS and +20%BC when using this weapon. Requires Specialization, Blade Lvl2.
DarkSavant13 wrote:Could we do something more like this?
Blades
Dagger
Shortsword
Longsword
Two-handed sword
Broadsword Axes
Axe
Greataxe Blunt
Club
Quarterstaff
Mace
Scepter
Warhammer
Giant hammer Shields
Buckler
Shield, wood (light)
Shield, metal (light)
Shield, wood (heavy)
Shield, metal (heavy)
Tower shield Headwear
Headwear, cloth
Headwear, leather
Headwear, metal (light)
Headwear, metal (heavy) Armor
Armor, cloth
Armor, leather
Hide armor
Armor (light)
Armor (heavy)
Chain mail
Splint mail
Plate mail Gloves
Gloves, cloth
Gloves, leather
Gloves, metal (light)
Gloves, metal (heavy) Footwear
Footwear, cloth
Footwear, leather
Footwear, metal (light)
Footwear, metal (heavy) Necklaces Rings Potions Food Gems Animal Parts Edible Animal Parts Liquid Containers Money Other
Nice list! Great work!
Thanks, but I just added in the Main categories and bolded the ones at the end to be main categories of their own. Oskar did most the work. What I did all of was the examples of how it could be used after.
I would like to see the armour more like how Oskar had it. With those categories, you could introduce specializations, such as hide armour, heavy armour and what not. It would give some of us an ability to make the barbarian that only uses hide armour and blood rage potions. Stuff like that. You can have thieves that use leather and knights that use heavy.
mdmedlin wrote:I would like to see the armour more like how Oskar had it. With those categories, you could introduce specializations, such as hide armour, heavy armour and what not. It would give some of us an ability to make the barbarian that only uses hide armour and blood rage potions. Stuff like that. You can have thieves that use leather and knights that use heavy.
In my opinion, working solution to this would be no armour, light armour, medium armor and heavy armor categories. If thats too much, you can remove medium armor, leaving no armor, light and heavy armor. Especially combined with skills to boost the effect, it could be very interesting. Currently there isnt pretty much any point in using armor with less block chance. Of course there are small penalties to attack chance, but generally they are small. I would love no-armor, no-weapon monk-like skills support!
ie, move costs less, +ac if not wearing armor, maybe even small damage resistance with high skill due the extreme mobility without armor. Ever heard of contact reflexes? Its like you partially take the hit, but moving your body in that angle that the hit doesnt come with full effect. I feel that could be damage resistance.
"Sleeping by the side of night, holding your hands tight, dreamind of a dream made me so blind. You are just an illusion, you cant be real. Still I gave my heart for you to steal."
I like to think that is what the Bark Skin skill is for. For my monkish build, I am grabbing that as well as all the resist skills, I got the fort and regen and lvl 2 and might just keep it that way until I get to 35, the next chance I have to increase it. I am going for the all light armour and head gear and wooden shield. If they ever have any bare handed skills, I am so going for that. The way they have the upper skills set, it is really hard to not start a build early and go from there. I know that there are some people that are saving skills to see where they want to guild their build.
i would love to see a different skill/specialisation system utalised for these weapon and armour 'upgrades' perhaps every 5 levels you earn a point for a weapon proficiency skill tree.
there are already more skills to choose from than points are available for content. for example you only earn 10 skill points by level 40.
before the update i replayed through almost all quest/dungeon bosses content and found i had only reached level 24. this equates to only 6 skill points.
splitting skills between those available and weapon proficiency would drag the game out and make it painful to create a desired build to be effective at the current levels.
not too sure if this makes sense but hopefully people can follow what im trying to say.
i would also like to see weapon class effects.
using a skeleton as an example
maces and other smashing weapons should have an extra effect against destroying bones
swords and piercing/slashing weapons should have a negative effect as they dont really have anything to cut/slice/pierce
enchanted weapons for demons etc.
even mobs that are immune to attacks from particular weapon types or only a special unique weapon will cause any damage
ie magical flame sword vs ice elemental
this would mean that particular builds would be affective in some areas and find a challenge in others. yes you can always switch weapon sets to get through easily but if you are not proficient in use of that weapon then there wont be a huge benifit.