A bunch of suggestions now that I've won
Posted: Wed Mar 16, 2011 8:31 am
1 - Artifacts should probably be reworked in two ways. Firstly, they need to be reliable. For example, the Spellblaze Crystal should drop the crystal focus every time, without fail. The only place to get one should be there. If you want it, kill that. If you don't kill that, you'll never see it. A lot of utility artifacts should be this way, and half, or even better all, of the bosses should have their static drop. If I want the summertide vial, I should be able to get it at will. Same with the crystal focus, tooth of the mouth, etc etc etc. There should be a few crazy hard bosses wandering around that drop the best armor and weapons, and if you dare risk it, you can count on getting the drop.
Secondly, I think it'd be pretty cool if artifacts grew with the character. Instead of having the artifacts have a base item type of whatever they're made of, have them based on the 'artifact' type, and the damage, armor, defense, etc of each grows with your level. If you want to use the Mail of Bloodletting, you should be able to wear it the whole time and by level 50, its base armor and defense value are comparable to all the other heavy armor around. Some things on armor should grow as well, such as perhaps crit chance or spellpower. Basically, the idea is to make one artifact to fill every need or slot or whatever, (or a good number of em) and if you need that filled by an artifact instead of a lucky purple, you can go kill the right boss or do the right quest to get it, and then use it the whole game.
If you find that fancy artifact sword, but it's weaker than the voratun green you've got, then carry it around or drop it in the sher'tul vault until you're higher level. This sounds a lot funner to me than constantly selling things to shops.
2 - Shops should be reworked yet again. Firstly, if you sell an artifact to a shop, you should never see it again. If an artifact LOADS in a shop, but you don't buy it, then it should be possible to have it appear later on elsewhere.
Second, shops should be split up. There should be a cloth armor shop, a light armor shop, and heavy armor shop, and a massive armor shop. Or perhaps a cloth shop, leather shop, and metal shop. Weapons should be split up like this too. It just makes more sense, and it makes the game a bit cleaner. Right now, a shop has like 30 items in it, but only two of them are of a type I'm interested in. I have to read all 30 to see what there is, and it's tedious. I'd prefer to look at a shop that has 12 items, all of which are types I might use.
3 - Gem slots on armor. I don't know why this isn't already part of the game, but some rare non-magical armor should have gem slots to toss all those useless gems into. Gear is really, really random. Let us craft the items we need. One slot isn't enough, and five is probably too many, but two or three couldn't hurt, and you could craft exactly what you want and make an item better for your char than what you found in a shop.
4 - Take another serious look at the way that damage scales. A level 15 character has almost no chance to kill a group of level 20 mobs, but a level 40 character can kill level 45s pretty easily. Damage and hps are poorly scaled. I'd recommend reducing all the numbers in the game by about 80%, and building them back up slowly to create a more gentle slope. A gentle slope is easier to create when the numbers are lower.
5 - Respecs. No, I will never drop it. I had over 4k gold by the end of the game and a wasted talent tree purchase. Scale the cost of a respec to the amount of things respeced. If you want to buy out of a tree with nothing in it, it's cheap. If you want to buy out of a talent tree with 20 skill points in it, it's going to be almost prohibitively expensive.
6 - Scaling runes and infusions. Make them scale to your level and never drop, or almost never. Finding a 300 dmg shield rune at level 3 is overpowered, and never finding another one until level 40 is ridiculous. Besides, they are even more spammy than gear. Make each rune and infusion type hard to find. If you want the wizard's shield rune, you have to go kill X. If you want the sneak's regen infusion, you have to go kill Y. Once you have each type of rune, it is permanently affixed to your character, but you can only have 3 active at a time and swapping them results in a 300 round cooldown or something. Put nice numbers on them, btw.
Secondly, I think it'd be pretty cool if artifacts grew with the character. Instead of having the artifacts have a base item type of whatever they're made of, have them based on the 'artifact' type, and the damage, armor, defense, etc of each grows with your level. If you want to use the Mail of Bloodletting, you should be able to wear it the whole time and by level 50, its base armor and defense value are comparable to all the other heavy armor around. Some things on armor should grow as well, such as perhaps crit chance or spellpower. Basically, the idea is to make one artifact to fill every need or slot or whatever, (or a good number of em) and if you need that filled by an artifact instead of a lucky purple, you can go kill the right boss or do the right quest to get it, and then use it the whole game.
If you find that fancy artifact sword, but it's weaker than the voratun green you've got, then carry it around or drop it in the sher'tul vault until you're higher level. This sounds a lot funner to me than constantly selling things to shops.
2 - Shops should be reworked yet again. Firstly, if you sell an artifact to a shop, you should never see it again. If an artifact LOADS in a shop, but you don't buy it, then it should be possible to have it appear later on elsewhere.
Second, shops should be split up. There should be a cloth armor shop, a light armor shop, and heavy armor shop, and a massive armor shop. Or perhaps a cloth shop, leather shop, and metal shop. Weapons should be split up like this too. It just makes more sense, and it makes the game a bit cleaner. Right now, a shop has like 30 items in it, but only two of them are of a type I'm interested in. I have to read all 30 to see what there is, and it's tedious. I'd prefer to look at a shop that has 12 items, all of which are types I might use.
3 - Gem slots on armor. I don't know why this isn't already part of the game, but some rare non-magical armor should have gem slots to toss all those useless gems into. Gear is really, really random. Let us craft the items we need. One slot isn't enough, and five is probably too many, but two or three couldn't hurt, and you could craft exactly what you want and make an item better for your char than what you found in a shop.
4 - Take another serious look at the way that damage scales. A level 15 character has almost no chance to kill a group of level 20 mobs, but a level 40 character can kill level 45s pretty easily. Damage and hps are poorly scaled. I'd recommend reducing all the numbers in the game by about 80%, and building them back up slowly to create a more gentle slope. A gentle slope is easier to create when the numbers are lower.
5 - Respecs. No, I will never drop it. I had over 4k gold by the end of the game and a wasted talent tree purchase. Scale the cost of a respec to the amount of things respeced. If you want to buy out of a tree with nothing in it, it's cheap. If you want to buy out of a talent tree with 20 skill points in it, it's going to be almost prohibitively expensive.
6 - Scaling runes and infusions. Make them scale to your level and never drop, or almost never. Finding a 300 dmg shield rune at level 3 is overpowered, and never finding another one until level 40 is ridiculous. Besides, they are even more spammy than gear. Make each rune and infusion type hard to find. If you want the wizard's shield rune, you have to go kill X. If you want the sneak's regen infusion, you have to go kill Y. Once you have each type of rune, it is permanently affixed to your character, but you can only have 3 active at a time and swapping them results in a 300 round cooldown or something. Put nice numbers on them, btw.