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a possible idea for how a 'mythic' gear level could work

RookkRookk Member, Alpha Two
so this is a quick and simple one i thought of since the augment system exists and of course this would be something that id imagine would only be added later but it could be a fun expansion after the games release adding in unique gear sets that perhaps have some that could be multi class and some be class specific or due to the nature of this suggestion, they could all be class specific to make making and balancing them A LOT easier with essentially, it could be fun if you could have armor and weapons and stuff that gives your character a secondary augment like say if you had the death augment on all your abilites on like some sorta tank/cleric or fighter/cleric death knight build and than got some heavy armor that added the shadow augment to all your abilites as well or you could go with a fire or ice augment on a shadow mancer making black flaming shadows since there are so many sorts of combo type elements from ideas from other games like eso where there is coldharbours blue flames known as cold fire as it freezes instead of burns or you could look at elden rings with its ghost flame, black flame, death blight flame, blood flame, and sleep flame which all have various other things powering them up with for example, the first 3 i mentioned having the power of death from various sources empowering them like black flame with the rune of destined death or the death blight flame which is empowered by the death blight spreading from the corpse of the soul less demigod, godwyn the golden.

tbf this could just flat out be on a technical level not possible so perhaps instead it could work on a basis where rather than giving all your abliites double augments, it could just count as having access to one specific augment extra like say if your a mage/fighter but than still want some bonus self healing options to make pvp'ing a bit more forgiving so you get a mythic set that lets you also use SPECIFICALLY just the life augment or if your a summoner/cleric but also wanna throw in some shadow summons as options cause i would imagine the shadow summons will proly be the easy to cast in large quanities horde minion summon type of thing and so you get maybe a specific mythic jewelry set that allows you to access the rogues shadow augment.

Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Would probably work.

    Devs can do a large number of fairly ridiculous things if they set up the formula right.

    You said 'on a technical level' so I figure you don't mean just having the visual part.

    I've played a lot of games with things like this at higher tiers of build options.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    I really hope we don’t see anything past unique legendaries.
  • edited October 2023
    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 :smile:

    There is goals for enchants and what not too so that's another system consider on top of all this.
  • I hope each expansion will make the game more interesting.
  • RookkRookk Member, Alpha Two
    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 :smile:

    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.
  • Loading 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 :smile:

    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.

    interesting.
    I suppose it is common in some ways to see drawbacks or penalty restrictions for using certain legendary or mythic gear. Definitely appeals for the risk vs reward system. I am hoping enchants are more of a guarantee opposed to a low proc slot machine for periodic burst. Something that actually more directly amplifies or changes how an ability works to some degree which would be somewhat relative to your original post.

    As an example using your original post, maybe the enchant imbues an ability to apply a specific debuff that once requirements are met will trigger a unique affect for a different synergy for another ability or perhaps something optional for a party member of a different augment.. Vague but just a basic example.

  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Loading 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 :smile:

    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.

    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.

  • RookkRookk Member, Alpha Two
    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.

    i get that in some ways but i also will say that the genere of mmorpgs was based on the style of gameplay of dungeons and dragons. thats also the reason why its called masively multiplayer, its SUPPOSED to have basically all aspects from combat to story and world interactions and etc. all involve multiple players interacting with eachother HEAVILY and part of the fun is finding badass weapons or armor that is REALLY hard to get so that when you walk around in town, people can see your badass gear and drool over it before than pushing themselves to do whatever they can to get it as well. thats why people are opposed to costume overlays, it removes a level of progression via apperance by just making it all based on how much money you fork over to look cool and not how much work you put in to do so.

    beyond that also, in real mmorpgs, the skill comes from good teamwork as well as good character builds meaning geting the perfect get combos to maximize what you can do in your given role hence why gear on a base level in a real mmorpg would be so overwhelmingly important as its use and more specifically smart usage in comparison to the rest of your build and your teams builds is what determines a lot of the skill, not to say individual mechanical skill would be pointless by any means.
  • Many video games regardless of genre were and still are inspired by things such as table top gaming and fantasy world building. Many RTS games at the time were inspired by table top miniatures as an example and brought to life via video games which lead many games to also bring that world alive further via MMORPG's. Just unfortunate that side of the game is lost to many these days because of RMT, political influence and soulless design as big companies chased profit margins over industry integrity.
  • 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.
  • RookkRookk Member, Alpha Two
    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.

    ok, tho i dont understand why people like you feel the need to comment as much. like attention seeker much?
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