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Making Armors Modular

I have played many MMOs and noticed that the majority of armors/weapons sets available in those games, only a small percentage are viable. The common trend for armor/weapon sets is to have a unique active/passive ability and then supplemented with modifiers or enhancers, such as more resources (physical/magic), regeneration, etc. The issue is most sets are poorly arranged with these modifiers/enhancers that renders the sets useless to theorycraft for most meta builds. I believe the route to go is to make the sets modular by allowing players the ability to modify/enhance the sets a la carte. This will give players total control to "tailor" armor/weapon sets around a player's race/class/sub-class character, giving a plethora of unique one of a kind builds, than the usual boring "Hey! Everybody use XYZ set because it's the only BIS set!" meta. An example, XYZ set offers a unique ability that works well with both magic and physical builds. A player adds magic based enhancers to the set for a Mage character, while another player adds physical based enhancers to the sets for a Rogue character. You guys get the idea. What do you guys think?

Comments

  • They have talked about crafting custom-made items, but we don't know how much freedom this will give people in terms of stats distribution.
  • I don't know what you mean by "viable".
    All armor is viable.
    May be that only a small percentage is optimal. But that's the way it should be.
    Optimal armor should be relatively rare.
    If you're trying to min/max BIS gear, well... nothing less than BIS gear is going to seem viable to you.
  • I think as long as they don't fall into the WoW gear trap of every time they bring out a new piece of content it completely invalidates the gear you currently have. There is nothing more disheartening than seeing the epic gear you spent months farming raids for be replaced by a questing green as soon as the next expansion begins.
  • [quote quote=15929]I have played many MMOs and noticed that the majority of armors/weapons sets available in those games, only a small percentage are viable. The common trend for armor/weapon sets is to have a unique active/passive ability and then supplemented with modifiers or enhancers, such as more resources (physical/magic), regeneration, etc. The issue is most sets are poorly arranged with these modifiers/enhancers that renders the sets useless to theorycraft for most meta builds. I believe the route to go is to make the sets modular by allowing players the ability to modify/enhance the sets a la carte. This will give players total control to “tailor” armor/weapon sets around a player’s race/class/sub-class character, giving a plethora of unique one of a kind builds, than the usual boring “Hey! Everybody use XYZ set because it’s the only BIS set!” meta. An example, XYZ set offers a unique ability that works well with both magic and physical builds. A player adds magic based enhancers to the set for a Mage character, while another player adds physical based enhancers to the sets for a Rogue character. You guys get the idea. What do you guys think?

    [/quote]

    Errrmmm....All the mmo's i play allow modification/control/enhancement of all the armor sets i receive. I play a lot of mmo's and i dont remember any of these that i couldnt adjust armor stats to get myself close for optimal performance. It was in most cases my skill that made up where i may have fallen short on stats i still needed to build on.

    I admit that most games ive been involved with i was never top level bis. I was however always geared well enough to participate in the end game in all of them and perform extremely well in them with no issues.
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