Armor Overhaul / Difference
Old 04-10-2018, 12:47 PM   #1
Boss Hunter
 
Anubis is offline
Join Date: Jul 2016
Posts: 378
Default Armor Overhaul / Difference

The community has been talking, and I'd like to get one single thread related to new armor started, where we can bounce off ideas, as well as identify possible issues with a new class of armor.

Please discuss here, what you're concerns with the new armor are. Or which issues you would like to see addressed with new armors as well.
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Old 04-10-2018, 02:49 PM   #2
Rat Slayer
 
Lord Magus is offline
Join Date: Jun 2016
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A quest item that allows you, if you have a complete suit, to one click equip the suit.

Also other 'complete set' bonuses. Like maybe make it so shadow only gives nuking advantages if you have the complete suit.
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Old 04-10-2018, 05:55 PM   #3
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Tris is offline
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I'd like to see a set of armor that is acquired or upgrade through the use of gems, most players who have invested in the forge have a TON of spare gems(especially the random off gems people get IE: saph from a ruby kdm)

the ability on the armor could be class focused or kingdoms focused
an example for fighters would be takes 25 rubies per armor piece, and the armor gives a certain bonus towards Str and Dex, then incorporates something extra to make that class stand out from the others and give them a unique feel when it comes to beasting and dueling
Monks are in desperate need of this as well
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Old 04-11-2018, 08:07 AM   #4
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Anubis is offline
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I dont think Gems should be used in armor. If you have so many extra, then activate them, stop hoarding them. They are cheap to use or combine as well.

In my opinion there needs to be a few new levels of gear, and there are a few options to achieve this.

First. The next step of armor should be a currency separate from any other current items in the game. This could something similar to ash, or another mechanism players work to earn / achieve by turning in old currencies (ash, gold, gems, UT's, DE's, palace essences, etc)

The second part of that there should be a quest item specific to each slot that has a quest around upgrading it. An example below

Player slays a new strong beast, they get a "broken hilt"

That broken hilt, is then upgraded to a to a 'semi useable tier', something similar in strength to crystal / shadow. But cost either the new currency, or requres a quest which requres a good investment of time.

The 'Broken Hilt' item can be traded to other players, but once they quest item has been upgraded it is locked to the player on the quest.

Now, the second upgrade of the item, Would be another quest, which makes the item class specific, or utility based to suit the players needs / wants.

Items could be in 2 classes.

Royal (kingdom focused) - Provides income generation, reduced corruption, increased war bonuses.

Duelist (Dueling based) - Provides increased stats for dueling, higher defense, void resistance, etc

These items would be stronger than shadow in terms of 'item level' but may have stats which are lower based on the specific class. The second upgrade teir may be pay locked, quest locked, and should use the new currency as an advancement currency.
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