Hello all, first off this idea may of been said in the past but I would like to bring it up anyway, in addition I am yet to develop it into a presentable form that can be respected by a developer or even just the common forum dweller, so suggestions and critic would be appreciated because I personally think this will help ensure a better late game item tier which any player that works hard enough can achieve.
As it stands, the crafting system see's little to no use outside of gemmed exquisite shirts, leadership farming and alchemy, because many of the level 20 tier items for the other proffesions are either weak compared to items that are much more easily accessed through doing other aspects of the game (eg. spending 4 hours on pvp to get a full set of T1 gear is much easier than coming back to the game for a month, getting level 20, and then finally getting the level 20 gear off a proffesion). Now its not to say its completely useless, I myself really enjoy the proffesion system and think it is a nice change of pace to the games usual progression, but the rewards are low for almost all of the proffesions outside of leadership and the obtaining of exquisite shirts and pants through their respective proffesion. Although it is nice that these can only be obtained through proffesions, Since it is not bind on pickup, it is very easy for a semi rich player to have access to the best shirts and pants in the game, which is completely fine because you would only ever need to craft yourself one pair of pants in the first place anyway, but that means that there is very little incentive to get anything but leadership to level 20 in the first place because you can simply astral farm for 3 or 4 days and obtain purple shirts and pants.
Now here is the idea, what if we incorporated T2 bind on pickup armor and weaponry in proffesions that required upwards of 2 level 20 proffesions to complete in the first place? What if we further this by making you need to atain a certain gear score before you even attempt to craft it, lest level 1 heroes get their proffesions to 20 and have access to the best gear in the game very early on. To further make this unfarmable but still easy to obtain for the common masses, what if this system used the same concept of refined gauntlets, where you can refine a piece of gear and make it into a slightly better piece for a small cost, except this only applied to non set specific epics that needed to be specifically fused together to make into the better gear.
For example, the arcane overseers boots, are almost completely useless to players as boots are needed to obtain a 4 set bonus on most armor, and the boots in question them selves have fairly terrible stats for purples unless its your first drop off an epic T1, so usually they just get salvaged up and never looked at again. If instead, incentive was put in to try and find this piece of gear, as to fuse it with say a new proffesion item that drops off the last boss, purple quality, to make a material for making of the final product, it would gain much more value in the economy and would no longer be seen as salvage fodder.
my basic idea of the system would work like this, using the arcane overseers slippers as an example, again.
slippers + purple BoP proffesion boss drop = purple proffesion material
purple proffesion material + arcane crystal and other high quality materials, requiring maybe a 20 in artificing and tailoring = a T2.5 or even T3 set of mage slippers that have high stats and great value, still relatively similiar in GS to the T2.5s currently in the game, but having different set bonuses and offering different niches in the game, perhaps reducing damage dealt to your allies by 5% stacking twice for each time you use a counter power, which suits the mage play style.
well anyway that post was very long and will probably need a TL;DR, but if you did read this far thank you very much and leave any issues that you think need to be addressed
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