Wishlist changes: combat, builds & equipment

Woody

Well-known member
Apr 4, 2021
366
317
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- Change equipment slots to be slot based rather than static left and right hand combos. Allow a back slot, belt slot and arrow slot (still 3 as is now). Let players swap between these quickly. Add an equip timer/animation/penalty (like armor) for swapping equipment out to disincentivise doing it mid combat and encourage thought toward a player's equipment going into a fight. This change would allow for weapon combos to exist that aren't currently possible or that are now very clunky to change/put away/swap.

- Add strength requirement to shields to help with balance toward tower/large shields but also standardise them with weapon strength requirements. Smaller shields can still exist as good options for mages.

- Prevent mounting with a tower shield. Self-explanatory.

- Remove stamina penalty to armor weight in order to standardise stamina regen outside of harmful spells that affect it. Change armor penalty to instead affect acceleration between running and sprinting. This a) helps fix stamina frustrations in longer fights and b) creates a niche for lighter armors to exist for those wanting a more mobile/hit and run playstyle.

- Change all skills that affect damage output (melee, mounted, magic, archery, beast-mastery) to be a range of damage and increases the minimum damage (starting at 10%) you deal on hit while keeping the max at all time at 100%. The higher the skill, the higher the minimum and the tighter the damage range becomes. This enables greater build variety as you would now be more viable at lower levels of these skills. For example, if a player is happy to add a bit of RNG into their damage profile to still be able to do say mounted combat, without spending all their primaries toward mounted skills, they can make that choice and still be viable. As of now, viability is only reached at max 100 which in a skill system with values between 1-100, makes said system pointless.

- Add cloth armor that has no defense values but instead incentivises it's usage toward mages/crafting/town usage by giving +% buffs to things such as:
  • Mana regen
  • Stamina regen
  • Cast speed
  • Cast movement speed
  • Concentration
  • Crafting/extraction/gathering rate
  • Skill gain
  • Sophistication
  • Warmth
  • Reserve gain
 
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Elijah

Active member
Jun 17, 2021
108
68
28
- Change equipment slots to be slot based rather than static left and right hand combos. Allow a back slot, belt slot and arrow slot (still 3 as is now). Let players swap between these quickly. Add an equip timer/animation/penalty (like armor) for swapping equipment out to disincentivise doing it mid combat and encourage thought toward a player's equipment going into a fight. This change would allow for weapon combos to exist that aren't currently possible or that are now very clunky to change/put away/swap.

- Add strength requirement to shields to help with balance toward tower/large shields but also standardise them with weapon strength requirements. Smaller shields can still exist as good options for mages.

- Prevent mounting with a tower shield. Self-explanatory.

- Remove stamina penalty to armor weight in order to standardise stamina regen outside of harmful spells that affect it. Change armor penalty to instead affect acceleration between running and sprinting. This a) helps fix stamina frustrations in longer fights and b) creates a niche for lighter armors to exist for those wanting a more mobile/hit and run playstyle.

- Change all skills that affect damage output (melee, mounted, magic, archery, beast-mastery) to be a range of damage and increases the minimum damage (starting at 10%) you deal on hit while keeping the max at all time at 100%. The higher the skill, the higher the minimum and the tighter the damage range becomes. This enables greater build variety as you would now be more viable at lower levels of these skills. For example, if a player is happy to add a bit of RNG into their damage profile to still be able to do say mounted combat, without spending all their primaries toward mounted skills, they can make that choice and still be viable. As of now, viability is only reached at max 100 which in a skill system with values between 1-100, makes said system pointless.

- Add cloth armor that has no defense values but instead incentivises it's usage toward mages/crafting/town usage by giving +% buffs to things such as:
  • Mana regen
  • Stamina regen
  • Cast speed
  • Cast movement speed
  • Concentration
  • Crafting/extraction/gathering rate
  • Skill gain
  • Sophistication
  • Warmth
  • Reserve gain
I think this is the direction they're heading in a lot of ways. Valuable input, nonetheless. The biggest one, for me, is the armor change. There currently is almost no reason to wear medium armor. Even mages are switching from light armors to heavy armors because mana regen is so slow that it just doesn't matter outside of PvE. If one of these clothing abilities gives a decent boost to mana regen, then I imagine we'd see a large uptick in the number of mages running ?traditional?, more mage focused builds. Less oggie fatties in full steel w/ tower shields basically being unkillable.
 
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Reactions: Woody