SCO
Arcane
- Joined
- Feb 3, 2009
- Messages
- 16,320
I know i'm (too) late, but i have a suggestion:
The one thing i detest about larian random item 'philosophy' is how thematic super armors (the armor sets) get 'obsolete' in the end game (which is about when you get a full set anyway, since they're handplaced).
If there was a smithing ability to upgrade them beyond what D2 does (it allows you to upgrade 'enchantments' but not normal damage or 'charms' - in fact, all the charm slots used are fixed forever), this 'super smith' ability would allow you to take a 'superior' quality item that is somehow similar (still a bow with the same kind of magic etc) and cannabilize it to upgrade some 'unbalanced' part of the weapon at a terrible cost (like a skill point or something).
Just using this to replace/add armor set charms (add to them would be nice too i guess) or 'bump' damage/armor (the primary stats) would be tremendous (or you could make the opposite somehow, which would be easier programming: transfer the item set abilities to 'another' weapon of the same kind, dunno how the game-world justification of that would work).
The real fix is no random equipment items :3 but i know that won't happen.
The one thing i detest about larian random item 'philosophy' is how thematic super armors (the armor sets) get 'obsolete' in the end game (which is about when you get a full set anyway, since they're handplaced).
If there was a smithing ability to upgrade them beyond what D2 does (it allows you to upgrade 'enchantments' but not normal damage or 'charms' - in fact, all the charm slots used are fixed forever), this 'super smith' ability would allow you to take a 'superior' quality item that is somehow similar (still a bow with the same kind of magic etc) and cannabilize it to upgrade some 'unbalanced' part of the weapon at a terrible cost (like a skill point or something).
Just using this to replace/add armor set charms (add to them would be nice too i guess) or 'bump' damage/armor (the primary stats) would be tremendous (or you could make the opposite somehow, which would be easier programming: transfer the item set abilities to 'another' weapon of the same kind, dunno how the game-world justification of that would work).
The real fix is no random equipment items :3 but i know that won't happen.
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