I remember TB saying not knowing how to implement the mastery reset into the UI, so why not instead of just having an empty box when you take the abilities out of the mastery box, you have an opened lock icon that people can click on to "reset" that mastery point
Btw, I like the idea of having longswords hitting more enemies than other 2h weapons, will make then actually useful. I can understand how you swing a longsword, a mace or a scythe but I never figured out how the hell do you swing an estoc and still pierce all those enemies.
So far it only raise the number of potential upgraded which is not that great any more (IMG:[invalid] style_emoticons/default/dry.gif)
True enough, but it's not great due trading. Any such benefits from forging have to be either tied to account one way or another(if you want to be mean, have the benefit be dependent on forge level) or have to be constant benefit/effort notable enough to build a service on.
@tenboro: Ok, that was weird...but informative.
This post has been edited by Lement: Aug 1 2013, 20:16
No for AoE for Imperil. It'll make maging more tedious, since monster lab will have to be adjusted so that you pretty much have you imperil all mobs. No fucking thanks...
No no, that's not how it works. If I ask for the Imperil mechanic to be removed and adjust monsters accordingly, or others ask for blanket AoE Imperil, then the actual change would be to greatly increase the physical mitigation of monsters and add the melee equivalent of Imperil. Which I would enjoy seeing, immensely.
QUOTE(Lement @ Aug 1 2013, 13:14)
True enough, but it's not great due trading. Any such benefits from forging have to be either tied to account one way or another(if you want to be mean, have the benefit be dependent on forge level) or have to be constant benefit/effort notable enough to build a service on.
Tenboro has said before that he doesn't want any such forge benefits to be transferable. The benefit doesn't necessarily have to be tied to a piece of equipment IMO. Something to make it easier to get the potencies you want in IW certainly would be nice. Having it completely random is infuriating.
Which would be indeed very helpful to IW services. The salvaging benefit is a good one, but what else....Enchanting benefit? Reforging benefit? Both are in the forge, and there already is upgrade benefit.
For example: Stat specific shard enchantments. Want a specific potency in IW? Apply shards for the potential potencies you don't want, then do IW. You'd still have to work for upgrades, but it wouldn't be random. The new shards could also tie into the Forge enchantment bonuses and could be benefited by level (or rank.) IDK, maybe rank could make the shards more effective with longer duration or higher temp stats.
Indeed. Though that benefit is transferable by trading the resulting equips. Though honestly, I had in mind something that is still random, such as you being able to treat it as if it has already level <x> potency for rolling the chance for it.
Here's another suggestion: Ethereal weapons are already, well, weightless. Remove void damage from them - got to get it through hollowforged like everyone else, but there's the choice between using infusion or featherweight charms, not like how ethereal is better than even hollowforged level 10 elemental.
This post has been edited by Lement: Aug 1 2013, 21:32
Indeed. Though that benefit is transferable by trading the resulting equips. Though honestly, I had in mind something that is still random, such as you being able to treat it as if it has already level <x> potency for rolling the chance for it.
Here's another suggestion: Ethereal weapons are already, well, weightless. Remove void damage from them - got to get it through hollowforged like everyone else, but there's the choice between using infusion or featherweight charms, not like how ethereal is better than even hollowforged level 10 elemental.
That removes half the point of even having an ethereal versus a normal weapon. Maybe just make IWing improve normal weapons more, like lower burden and int as it levels but don't completely get rid of them.
Since HV is now videscreen, how difficulties above hard add additional monsters in a second row? (They can attack you, you can't attack them until you kill the monsters in front of them)
Hard and below: 0 Nightmare: 2 Hell: 4 Nintendo: 6 Battetoads: 8 IWBTH: 10
hitokiri: The iwed weapons are transferable, that's why.
Marvin666: This would allow ethereal and elemental weapons be different things, and ethereal weapons would still be better than elemental anyway since you can get strikes rather cheaply, but cannot lose all burden and interference.
If such a change is retroactive, it'll piss anybody off who paid out the ass for a good ethereal, and if it's not the now old good ethereals will skyrocket in price and new ones won't be worth much. The leveling would be annoying for people that can full time IWBTH and impossible for lower levels. IW services are already expensive (a quote I got for my axe was more than I paid for the damned thing) and that'd go up with more demand.
Marvin666: Equipment changes, as rule, are not retroactive. The old ethereals will hardly skyrocket, given that anything worthwhile to rocket is already IWed to 10(and IW cost is less than 20%, down to 2% for anything worth IWing in the first place. Don't IW crap to 10) and thus the difference is only whether to infusion with one or two infusions, so it will be more like max MMI on plate of protection.
hitokiri: The iwed weapons are transferable, that's why.
The IWed weapons with potencies are transferable now, and always have been. Your logic does not follow at all dude. (IMG:[invalid] style_emoticons/default/sleep.gif)
Tenboro has only mentioned making unique enchantments (linked to forge level/rank) nontransferable, not potencies.