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Smithing Magic weapon 
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Joined: 23 Nov 2017 03:45
Posts: 95
The reason smiths forging currently suck, is that after tons of smithing (often by botting, beacause the required amount is just crazy), all they can do is reach the non-magical item limits, that is not very impressive when there are magical items that are not too hard to find, and when NPCs can make similar items.

I thought of two simple "hacks" of sorts to work around this (not to be done at same time, just two separate ideas, that would achieve same goal).

1: When a smith imbue a weapon he made himself, it gets a bonus to damage and hit roll too, crossing into magic weapon quality territory.

2: Let smiths imbue weapoins with more than one imbue, maybe 2 imbues of their choice, or 3 imbues, but 1 of their choice, and 2 must be weapon quality related (raw damage, raw hit roll, weight, etc...)

This way players smiths forging can be actually useful now. People needing specific gear (like: I want to kill that Ogre boss, make me a Ogreslayer sword!) can hire a PC smith to create with Karkadelt help a magic weapon that is useful.

24 Jan 2018 17:33
Great Adventurer

Joined: 02 Apr 2010 09:33
Posts: 176
Location: Washington State
This sounds like occupation guild level taxation

24 Jan 2018 20:47

Joined: 23 Nov 2017 03:45
Posts: 95

right now smiths are marginally useful, and crappy RPwise...

utility-wise smiths are onyl useful to do sminspect (that don't get any details on the magic), and sharpen stuff during hunts.

Most teams though are so used to not have smiths, that they put in their route scripts to go to NPC smiths automatically.

Forging is super time consuming, and useless, smith-forged gear don't help players at all, and the money from forging and sellign to NPCs is not good either, when you are mininum levle to join smiths you already can farm Sparkle Orcs that give way more money.

You want to RP a legendary smith that make weaposn people want? Well, you acn't, nobody wants your weapons.

24 Jan 2018 21:37

Joined: 02 Sep 2010 21:25
Posts: 390
Idea for smith to hyper-imbue his own forged stuff is actually great

could add some kind of stone combinations adding additional effects (kind of like runewords in diablo 2)

it would be costly as hell and it probably won't surpass the items accessible now so in terms of balance it shouldn't be that bad.

24 Jan 2018 22:50
Great Adventurer

Joined: 24 Jan 2016 21:27
Posts: 198
*Runic enchantments /gish / selfbuffing guild intensifies*

25 Jan 2018 00:00

Joined: 06 Mar 2012 00:14
Posts: 1521
Would have to be very watered down effects, I support it but balancing it would be tricky and the mats for making items magic prolly rather expensive and hard to comy by.

25 Jan 2018 07:32

Joined: 23 Nov 2017 03:45
Posts: 95
Again, idea is NOT creating magic items as smith (it would not even work in ME lore properly).

It is just allow smiths to imbue their items better with Karkadelt, due to their intimiate knowledge of how their own creations work.

Their final stats would be the same as a normal smithed item + normal imbue, plus a boost to match common magic weapons...

Or normal smithed item + normal imbue + another imbue.

nothing fantastical.

It is just smith limits + normal imbues right now make the items weak compared to almost any random magic item you can find in the wild.

for example, Draconic Claymore, that is barely magical and not that rare, surpasses smith weapons in damage and accuracy.

even... dragon-marked claymore is comparable to smith weapon, and easier to get. grinding to be strong enough to loot dragon-market claymore is easier than grinding to make maxed smith claymore.

25 Jan 2018 07:51
Rising Hero

Joined: 27 Jun 2011 13:20
Posts: 371
Giving smith ability to create weapons borderline "the usual magic crap" aka claymore level weapons, sure. Giving them ability to over-imbue, no thanks. Right now all the craft guilds are an equally crappy choice, this will make everyone and their dog go smiths and you'll see people running around with exotic FBBs, which is OP without any imbues at all, imagine 3.

25 Jan 2018 08:13
User avatar

Joined: 22 Sep 2014 13:15
Posts: 380
I think everyone would agree that smithing could be better, however there are limitations to what a 'craft' guild can provide.

Craft guilds are essentially defined as:

"The craft guild gives further depth and definition of a character by providing the more ordinary professional background of a player. This guild will cover such professions (styles) as thatcher, smith, cobbler, joiner etc. The skills learnt here may not be of immediate tactical advantage. It does assist in providing an alternative to game play than combat. At the moment there's no definite list of acceptable types. The AoB will have to make judgement from case to case here."

This is where things get murky, as the two most common craft guilds - smiths and gardeners - do actually provide some type of tactical advantage though the ability to make weapons up to the highest non-magical level (eventually) or the collection of herbs that provide clear combat advantages... although perhaps not immediate. Both walk a very fine line around the tactical advantage they potentially provide, and really, could be considered under the layman profession... just really crappy layman guilds :)

So that's my opinion, and at this point they can be left as is (although gardeners have no reason to have such high awareness... that has got to go). Anyway, my point is that for the smiths to be improved to allow for the sort of things you are discussing they would need to be in the form of a layman guild where combat aid can be allocated to the enhancement of equipment.

25 Jan 2018 08:13
Rising Hero

Joined: 27 Jun 2011 13:20
Posts: 371
Actually... why not rising the bar slightly. Let smith craft claymore-level weapons, gardeners grow their own gardens with herbs and mariners sail freely from any port in the game.

25 Jan 2018 08:20
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