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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.
Weapon Augmentation?
Hello everyone, Bhan here.
So I was reading through the summarization notes of AoC so far(https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE/edit#), and I don't see anything about Weapon Augmentation.
Am I just blind or is this not a feature that's going to be in AoC?
I personally would LOVE for Weapon Augmentation!
What are your thoughts?
So I was reading through the summarization notes of AoC so far(https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE/edit#), and I don't see anything about Weapon Augmentation.
Am I just blind or is this not a feature that's going to be in AoC?
I personally would LOVE for Weapon Augmentation!
What are your thoughts?
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Comments
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Essentially, yes.
Something as simple as adding say a Stone of Fire to a weapon that has an available slot.
Ultimately adding Fire Damage.
If a player can simply swap out augmentation items (stones, gems, etc) and turn their fire damage dealing sword into one that deals ice damage then there will be less use for high level crafters. A "buy-once, change-forever" system lessens the importance of the artisan chain.
If a swordsmith makes a longsword that deals fire damage and can do nothing else ever then the player will need to also buy a weapon that deals ice damage should they have need of that aspect as well. Same with additional damage in general or against a specific foe. A "once it's made it's forever that way" crafting system puts more stress on the crafting system and heightens demand for gatherers, processors., and crafters at all skill levels.
So we'll have to see how the devs plan the artisan system to be relevant at all character and skill levels, or if at all.
If a player can simply swap out augmentation items (stones, gems, etc) and turn their fire damage dealing sword into one that deals ice damage then there will be less use for high level crafters. A “buy-once, change-forever” system lessens the importance of the artisan chain.
If a swordsmith makes a longsword that deals fire damage and can do nothing else ever then the player will need to also buy a weapon that deals ice damage should they have need of that aspect as well. Same with additional damage in general or against a specific foe. A “once it’s made it’s forever that way” crafting system puts more stress on the crafting system and heightens demand for gatherers, processors., and crafters at all skill levels.
So we’ll have to see how the devs plan the artisan system to be relevant at all character and skill levels, or if at all.
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They could also implement some sort of binding similar to how ESO does it.
But yeah you both are absolutely right, i guess we wait and see!
I guess it will also depend on whether the effectiveness of elemental attacks depends on the enemy it is used on, for example a Water based attack deals extra damage against a Fire enemy, etc.
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See that's where they would need to do some serious balancing if it were to be implemented