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Class Archetype-Specific Secret Crafted Weapons?

With Ashes of Creation putting a heavy emphasis on Crafting and other related professions (gathering/refining/crafting trio), do you think there should be lore-based, or archetype-based weapons?  Or more specifically, specialty weapons or armor to craft for those types of roles?  Or possibly weapons and/or armor only able to be made by certain classes?

I remember Steven said that there probably won't be any class-specific weapons or armor, but certain classes/archetypes would be better suited for them, so presumably everybody would have access to them, even if they weren't class-specific.  But there's also a possibility of secret crafted items, quests, etc... So why not have some very specific, if not mythical weapons along with it?

Some examples:
Tank - Indestructible Shield (Inspiration from Greek Mythology): Essentially never needs to be repaired.  Perhaps negates a certain percentage of all incoming damage from straight-ahead, or blocks something completely (would probably need a cooldown)
Fighter - Vorpal sword (Inspiration from D&D Enchants): A specially enchanted sword with a small chance on a critical strike to behead it’s foe. (Basically a one-shot type mechanic with a low chance to proc.)
Rogue - Shade blade (Inspiration from extinct player-run Shadow subpath in Nexus TK): An invisible sword that always hits an opponent as if flat-footed.  (Way back when, this was basically the strongest weapon in the game, but such a guarded secret and rarely used that it was hard to tell anything about the weapon… would be fantastic if something like this was in Ashes of Creation, too!)
Ranger - Force Bow (Inspiration from D&D): A bow that fires arrows of pure force, automatically generated when pulling back on the string.
Mage - Staff of Destruction (D&D): This staff is said to have a power of its own that greatly amplifies the power of destruction magics.
Cleric - Rod of Lordly Might (D&D): This rod comes with a series of buttons able to magically transform in to different weapons such as a mace, longsword, and even a staff of healing magic.
Summoner - Staff of negation (D&D and others): When used against another summoner, this staff will create an area around the staff in which all summoned creatures cease to be on the same plane.  A direct attack against the summoned creature when this area is not in effect will have a chance to send the summoned creature back to its original plane.
Bard - Rod of Wonder (D&D): What better a weapon to wield than a Rod which disperses any number of effects on the target, wielder, or even surrounding!  This rod creates a random affect ranging from changing somebody’s skin-color to blasting somebody with a huge fireball like a mage.

Truth be told, I just want a way to get an invisible sword... don't really care how.  Whether it's epic crafting or some type of enchantment, as long as I can make an invisible sword.  It would be just be way cooler if it had special properties other than just being invisible.

Comments

  • nice idea 
  • sounds like something that could be an extremely cool idea, they did mention specific legendary items that not alot of people would have access to, but im not sure if they would be crafted. I also assume that one of the problems would be keeping, like if you make a class specific item it would either be switched out later or be the very very lategame best in slot gear, which would mean that class would that specific gear or not have it be best in slot wouldnt it? I am all for the idea of buffs or boons specific to the classes, so even if everybody can make a staff you might be able to enchant it with a better fireball which is mage specific.
  • i remember them talking about weapons and wanting meaning behind them. the example on their live streams was the sword "sting" from LOTR's. its just a +1weapons but it keeps the player more than that. thats where i think they want weapons to be like. i like legendary weapons with meaning and not just a +5 sword with no meaing
  • Nomack said:
    i remember them talking about weapons and wanting meaning behind them. the example on their live streams was the sword "sting" from LOTR's. its just a +1weapons but it keeps the player more than that. thats where i think they want weapons to be like. i like legendary weapons with meaning and not just a +5 sword with no meaing
    They also mentioned that games like wow has given out legendaries to everyone so it no longer means anything, it would be cool as hell to have a strong legendary weapon but what do you think in terms of balance forexample? would it be alright to have stronger legendary weapons after all it is legendary, or should it be purely cosmetic? or with slight modifiers as mentioned above?
  • This does sound pretty cool, but I think they said any class could have any weapon/offhand. Like a mage could have the indestructible shield but it wouldn't be as useful as it would be in the hands of a tank. Like if it had +600 defense or something on it, that wouldn't necessarily be very useful to a mage as opposed to +600 power ^~^
  • Zouls said:
    Nomack said:
    i remember them talking about weapons and wanting meaning behind them. the example on their live streams was the sword "sting" from LOTR's. its just a +1weapons but it keeps the player more than that. thats where i think they want weapons to be like. i like legendary weapons with meaning and not just a +5 sword with no meaing
    They also mentioned that games like wow has given out legendaries to everyone so it no longer means anything, it would be cool as hell to have a strong legendary weapon but what do you think in terms of balance forexample? would it be alright to have stronger legendary weapons after all it is legendary, or should it be purely cosmetic? or with slight modifiers as mentioned above?
    The best example I have was from a game called Nexus TK: The Kingdom of the Winds.  It was one of the first mmorpgs on the planet.  They didn't really have a "legendary weapon" system, but they did have very rare weapons.  Sometimes only one in a game.  They even had some weapons and gear that never dropped because people never got that far in certain events!  Some of those weapons were super powerful, and some were purely cosmetic.  The beauty of it was - the player had the choice whether or not to share that information.

    So if it was a one-of-a-kind item... but completely useless outside of 'normal stats', but that player had incredible skill... it ended up being one of the most sought after items in the game purely for the prestige.

    Some items that were considered "Legendary" had specific hidden properties on them.  Originally if you died, you could drop your gear or have some gear completely break on death.  One of these weapons wasn't particularly powerful, but it was the only item in the game that did not drop on death.  With the whole corruption system, possibly sacrificing gear - can you imagine how powerful it would be for a wholly corrupted player, who "will" lose most of his items, has a guaranteed item that he can keep?

    I really hope Ashes of Creation uses a system more like this.  We don't necessarily need colors to describe rarity of items... how about the item itself becomes the staple for rarity on whether it's seen and used or not?
  • I'm on the fence with crafting super special items. Is there any information on equipment 'binding'?

    On one hand you can say you're a master of X profession and made this super powerful item. There is a sense of accomplishment with that, and builds character uniqueness.
    On the other, nothing worse than being compelled to the point of forced to level a specific profession because it is the only way to get that kick-ass, possibly role defining legendary.
  • ArchivedUserArchivedUser Guest
    edited July 2021
    I'm on the fence with crafting super special items. Is there any information on equipment 'binding'?

    On one hand you can say you're a master of X profession and made this super powerful item. There is a sense of accomplishment with that, and builds character uniqueness.
    On the other, nothing worse than being compelled to the point of forced to level a specific profession because it is the only way to get that kick-ass, possibly role defining legendary.
    I think that binding of weapons of such a caliber would be down right SAD because if I were to pick up a sword and wanted to use it as a tank but then later either want to sell it or give it to my rogue friend Id become super sad.... I want weapons that are really nice for crafting but not quite legendary unless a few crafters were to be max level or something? But on the other hand if world PvP was a thing IE Runescape for example, it would make evil guilds and a high rush/thrill factor. Because at some point youre going to want to show off your legendary weapons in town but if you dont have bodyguards/friends with you, you may get bumrushed by a group of bandits who will potentially kill you and take your sword. So quick escape route/maneuvers would be aa MUST!
  • On the other hand, if you spent all your time leveling that super-specific crafting and ended up creating one of the most powerful weapons in the game… who is to say you “had” to sell that item?  If it ‘did’ end up having some sort of ‘binding’ to it, then that would almost demand that people had to be that profession, class, etc., in order to get it.

    But if it was unbound, that person could either be the only person in the game with it (if nobody else discovered or learned that recipe) … or if they were generous, sell it for tons of money.  Or if they sold a bunch of them, then the item would lose its value, as well as their crafting uniqueness/specialty, and probably lead to something else becoming more popular.

    That’s part of the balance of having a player-run economy.  If you saturate the market, then there ends up being no more market to sell your product to, and your business eventually stagnates and then declines.

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