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Class unique items! Read me 1st and see!

AcijAcij Member
edited July 2022 in General Discussion
When I said class unique items (weapon/armor/others) I didnt really mean just item that certain class can equip it. I mean that item boost a 1(maybe 2) skill from one class so it wouldnt really make sense for other classes to have it equip.
They could be Epic or even probably legendary item. Perhaps something like Artifacts.
1.Book weapon - name: Tome of Fire - work as normal book weapon but it also add small boost on fireball (10% dmg, 10% less mana cost, etc.) Meaning, it would make that item preferable on Mage class but also other class can have it but no bonus.
2.Scepter - name: Scepter of Divinity - same as normal scepter but also add small boost on Divine Light (10% increase healing ). Cleric class.
...Ogre club, Reaper scythe(necromancer), Bow of Artemis,etc
and so on.

I think some type of those ideas would make some items preferable on certain classes which would a bit keep players away from doing weird build to much. Also I dont mean that stuff on all items, so other players can still do their own builds just make it really hard to find those items.
Also would add some salt to game
What do you think?


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    NiKrNiKr Member
    I mean that just sounds like the enhancement system, where you can add elemental attributes to your items. That's not really class-specific stuff, but just a good general feature.

    Class-specific gear would be smth like "this item increases warrior's HugeAss hammer strike by 5% and gives it a chance to stun on crit" or smth along those lines. And as much as I would like that kind of gear, I'm not sure if it'd be good for balancing, and whether this kind of gear would work well with the crafting system.
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    ElderElder Member, Leader of Men, Kickstarter, Alpha One
    edited July 2022
    It seems unnecessary to me. I imagine it would create very meta heavy, copy paste builds. What would be the point in creating weapon diversity and then heavily punishing players who choose alternative play styles.

    If crafters could choose effects and apply them to any weapon that would interest me more.
    Which is the greater folly, summoning the demon or expecting gratitude from it?
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    tautautautau Member, Alpha One, Adventurer
    Every mage would want the mage bonus, every cleric would want the cleric bonus, etc.

    After a while, those would be pretty much the only weapon you would see on a non-newbie player. I think that this would make the game less interesting and varied.

    Anyway, we will have different weapon bonuses from different religions, different crafters, different nodes, perhaps different races, regions and who knows what else. Personally, I like the wide variety of possibilities leading to a situation where we don't know exactly what an opponent's weapon can do.
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    I think that sounds like what the augment system should be doing. Ability augments seem to be the sole area to modify that - with gear for stats.

    There do seem to be some sort of tier gear available though and i am curious how they will provide perks for characters. I think they will need to be generic enough to be usable for all classes, so stat modifiers/weapon skill modifiers (i.e. increase proc chance of your on hit effect, or increase effectiveness of x stat - but I guess it's up for discussion on how much Intrepid wants to allow us to build our characters.
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    SylvanarSylvanar Member
    edited July 2022
    This would just be a way to define meta before even the game is released. So NO.
    Acij wrote: »
    I think some type of those ideas would make some items preferable on certain classes which would a bit keep players away from doing weird build to much.
    Also would add some salt to game
    Weird builds are the salt to the game. Generic meta defining design is just bland.
    "Suffer in silence"
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    PenguinPaladinPenguinPaladin Member, Alpha One, Adventurer
    I am the weird builder, and im going to build weird. Get your guide rails out of here. Learn to do your own math
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