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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Artisan + Class Flavor/Buff
Tjaeden
Member
Good Morning All!
I would absolutely LOVE to see a small class buff that would apply to each Artisan profession.
Some Examples:
Anything a Bard Scribes, drips with musical notes, while a Cleric scribing something would add a holy symbol;
Anything a Mage Tailors could have a small 'random elemental resist', while a Rogue Tailor could have a small 'bleed resist';
When a Ranger Cooks meals, they could provide a small movement buff, while a Tank who cooked the same meal would provide extra HP.
I would love to see this apply to Alchemy and Animal Husbandry as well.
From many angles, this could provide a ton of fun.
Role-player Artisans could really ham up a theme around their Class Identity.
PvE Crafters could carve out another niche to set them apart from the 100th other leatherworker.
PvP Crafters could really dial in specific bonuses/buffs to fine tune their engagements.
The buffs don't even have to be a whole % point, but the greater the buff, the cooler all of these interactions can be.
"Oh! Do I want a ranger-made greatsword for 1% movement? Or do I want a Tank-made greatsword for 1% increased Physical Disable Mod?"
What do you guys think?
I would absolutely LOVE to see a small class buff that would apply to each Artisan profession.
Some Examples:
Anything a Bard Scribes, drips with musical notes, while a Cleric scribing something would add a holy symbol;
Anything a Mage Tailors could have a small 'random elemental resist', while a Rogue Tailor could have a small 'bleed resist';
When a Ranger Cooks meals, they could provide a small movement buff, while a Tank who cooked the same meal would provide extra HP.
I would love to see this apply to Alchemy and Animal Husbandry as well.
From many angles, this could provide a ton of fun.
Role-player Artisans could really ham up a theme around their Class Identity.
PvE Crafters could carve out another niche to set them apart from the 100th other leatherworker.
PvP Crafters could really dial in specific bonuses/buffs to fine tune their engagements.
The buffs don't even have to be a whole % point, but the greater the buff, the cooler all of these interactions can be.
"Oh! Do I want a ranger-made greatsword for 1% movement? Or do I want a Tank-made greatsword for 1% increased Physical Disable Mod?"
What do you guys think?
1
Comments
Small buffs would be cool, but not necessary. Think of these as racials, but class fantasy focused.
This would be AMAZING for furniture themes,
Maybe their carpentry is 'Gilded' with more gold inlay.
The Mages could add a random elemental resist to crafted things, while their Carpentry sparks with electricity, or glows with embers, or sheds snowflakes.
I'd much rather that stay a non-consideration. If you want to make something, it should be agnostic to what class you are, and only consider what type of artisan you are.
It would also need to be 'less' than what master crafters could do anyway. Basically just Roleplaying tier implementation.
I think at that point it counts as 'feature creep', at least for me.
Being a sought after crafter with something how ever small mechanical uniquness to your crafts is a worthy goal. But doing so with adventuring class or archetype seems like a bad idea as a wall between these two is very important. Rather any of the effects your looking for should be achivements within the Artisan proffession or a thrid silo of content such as religion/social orgs.
I could even see potential for Nodes which house the top crafting stations to have mayor selected buffs of this nature which get applied to all crafting done locally, thus establishing a kind of 'local style'. While it would not reside with the crafter directly it could still lead to being sought after.
AND you make a good point with the Node potential.
So how about a comprise. The Class Hall can teach crafting secrets.
Imagine Rogue Guilds teaching extra bleeding effects/defensives as a mid level questing reward. The node would have to build a Rogues Guild.
Then you would have 2 incentivizing play loops - players who want to buy from Rogue crafters, and stray Rogues in the world who would seek out this training. (Maybe their home node went Cleric).
I can see Fighter Arenas, Mage Towers, Bards Concert Halls.
Thanks for sparking those ideas!