Enigmatic Sage wrote: » I kind of agree with @Solvryn about more straight forward legendary item cohesion.@Loading I am not sure creating multi-tiered legendary systems with several crossing points is a good plan as a lot of what you're getting at is essentially what active/passives augment schools are for currently. There's a reason they're limiting certain archetype and classes for synergy balance so that for example there is a manageable amount of different synergistic play styles opposed to many more depending on cross points and legendary's. Once you start stacking systems and in this case with two or more additional crossing points you kill off your balancing goals with power systems that undermine the classes design through unnecessary volumes. I definitely like the idea though There is goals for enchants and what not too so that's another system consider on top of all this.
Loading wrote: » Enigmatic Sage wrote: » I kind of agree with @Solvryn about more straight forward legendary item cohesion.@Loading I am not sure creating multi-tiered legendary systems with several crossing points is a good plan as a lot of what you're getting at is essentially what active/passives augment schools are for currently. There's a reason they're limiting certain archetype and classes for synergy balance so that for example there is a manageable amount of different synergistic play styles opposed to many more depending on cross points and legendary's. Once you start stacking systems and in this case with two or more additional crossing points you kill off your balancing goals with power systems that undermine the classes design through unnecessary volumes. I definitely like the idea though There is goals for enchants and what not too so that's another system consider on top of all this. oh most definantly, honestly there could be some interesting drawbacks to using something like this too to make regular gear more worth it which also kinda falls in line with an idea i saw in a show i watched called overlord that inspired a previous suggestion of mine where i suggested 'earnable monster races' like vampires, werewolves, and liches as some examples where they give you a higher base power or more options in and of yourself but not only at the cost of weaknesses scaled based on how strong the buffs you get are BUT ALSO with that one, since your race would become that of a monster, you wouldnt be protected by the corruption system with the quests to earn the races being hard and asking ya a few times while warning ya of this so people who become monsters for sure are fine with that all the risks. perhaps with this idea, you cant use ANY normal max level gear sets due to perhaps a gearscore limit that you get when you use a mythic set limiting your total options to whatever lower level gear sets you can get combine with the mythic set being strong armor or a weapon as well as one extra augment you can choose that can be synergistic with your build if you set things up right. however they could also just give a better set effect than most other things while still limiting your total number of normal gear sets you can use like in eso where you only get a total of 12 gear slots and using 1 mythic means you cant use a monster set and 2, 5 piece sets or will be stuck with 4 extra gear slots that at best you could fill with some 3 piece sets or a couple of 1 and 2 piece set bonuses.
Solvryn wrote: » I never really believed gear by itself makes an MMORPG interesting, because honestly wielding a weapon off the gods seems like lazy writing and head canon. I certainly don't know what peoples obsession with finding the next big item is, when a good MMORPG would let them have it crafted themselves and their actions would make that particular item legendary.
hleV wrote: » I'm just gonna assume the idea is as terrible as the lack of effort to properly format OP's post (paragraphs, punctuation, usage of uppercase letters), and move on.