BraneGames wrote: » I would love to see a scythe that drains life from the caster and nearby allies (or perhaps from the dead) to empower the weapon. This would require communication and good timing to use, but could be a fairly powerful weapon that makes use of the risk vs. reward theory that AoC is based upon. There could also be a shield that risks deflecting damage upon both allies and enemies in a cone in front of it, but ultimately has great defensive stats.
Damokles wrote: » 1. A legendary weapon is something, that can be either crafted after multiple months of preparation at the highest level, or a reward for a legendary questchain. They are stronger than any other non legendary weapon. I like the GW2 approach of legendary weapons the most tbh.
Chezshire wrote: » I...have no intention to be mean, but...aren´t these legendary weapons kind of...well...basic? don´t get me wrong, I enjoy a reference to H.P. Lovecraft work as much as any other but, for a "legendary" weapon and far more from an item which will only exist one of a kind at any moment at any server I expect something more than an axe that has the same effect and name of a League of Legends item For example how about some of the weapons have some kind of debuff for the user and maybe just make an exception for the rule "all classes at any level can use all weapons" maybe just for the use of legendary weapons you need a minimum amount of point in proficiency with that kind of weapon (if I remember well there is going to be a system like in vanilla wow). Another important thing is this: Damokles wrote: » 1. A legendary weapon is something, that can be either crafted after multiple months of preparation at the highest level, or a reward for a legendary questchain. They are stronger than any other non legendary weapon. I like the GW2 approach of legendary weapons the most tbh. I think you're completely correct about this fact but there is space for some twist too, bear with me, you are a player lvl 1 just entered the game and going for your first hunt in the forest, classic one,slay some boars and slimes just to get some experience and coins, but all of a sudden you found a item in the ground, its just a stick, a normal, common, simple stick, but for some reason you can pick it from the ground, and it has status for attack and defense 1 on each and makes 1-3 damage per hit, it doesn't activate any kind of quest but for some reason there seems to be no other "sticks" around to be picked, why? is it some kind of bug or maybe just a little prank from a bored GM? but what you don´t know is that if you keep that stick, equip it and start to use it has a weapon it starts to evolve at the same phase as you and eventually it will become a legendary weapon, and it was all just luck, my point is, we are talking about the game that will bring MMORPG 2.0 to the market or at least we all hope so, so I reeeeeeeeaaaaaaally expect this extra push and out of the box kind of implementation, including legendary weapons
BraneGames wrote: » I love the idea of items being seemingly basic but leveling up and becoming more and more powerful over time! I hope there's going to be a lot of that alongside some that have quests attached to them.
noaani wrote: » I like this idea from an adventuring standpoint - but from a crafter/economy standpoint, I'm somewhat less interested.
Chezshire wrote: » noaani wrote: » I like this idea from an adventuring standpoint - but from a crafter/economy standpoint, I'm somewhat less interested. I can see why, and that's the reason why I think this "adaptation/evolving/growth" stuff should only be applied to extremely rare items, such as legendary items or drops from raid or high level dungeon bosses
Damokles wrote: » I think that it would be okay if they siphoned exp from the wearer. Let them eat 25% of all exp earned by the wearer and then implement upgrade requirements. They start at white and need x amount of exp to fill up until you get a quest to upgrade them. You then have to collect specific materials and then bring it together with the equipment to a smith npc to upgrade it to green. You repeat that with an ever increasing amount of exp and rarer materials until you reach epic. After reaching epic, you dont need to fill it with exp anymore, instead it collects the souls of slain enemies and other epic equipment. Lets say: -1.000 killed pvp enemies in 1v1 combat -1.000 npc elites -100 world bosses/raid bosses -100 pieces of epic gear -extremely rare materials that are rarely found in dangerous zones in the world or from rare world boss spawns After getting all the requirements the wearer has to speak with npcs from all metropolis types (a scientific smithing grandmaster to combine them all, a religious node archbishop to get his blessing, a merchant guildmaster to get the location to finish the last step, and a martial warlord to recieve information about the raid boss that you will have to kill). After speaking with all of them the wearer and his guild have to travel to a specific location to summon a raid boss. After killing it, they imbue its power into the legendary (the last step can be done with multiple people who are at the same step). And done, you have a new legendary!
Chezshire wrote: » Damokles wrote: » I think that it would be okay if they siphoned exp from the wearer. Let them eat 25% of all exp earned by the wearer and then implement upgrade requirements. They start at white and need x amount of exp to fill up until you get a quest to upgrade them. You then have to collect specific materials and then bring it together with the equipment to a smith npc to upgrade it to green. You repeat that with an ever increasing amount of exp and rarer materials until you reach epic. After reaching epic, you dont need to fill it with exp anymore, instead it collects the souls of slain enemies and other epic equipment. Lets say: -1.000 killed pvp enemies in 1v1 combat -1.000 npc elites -100 world bosses/raid bosses -100 pieces of epic gear -extremely rare materials that are rarely found in dangerous zones in the world or from rare world boss spawns After getting all the requirements the wearer has to speak with npcs from all metropolis types (a scientific smithing grandmaster to combine them all, a religious node archbishop to get his blessing, a merchant guildmaster to get the location to finish the last step, and a martial warlord to recieve information about the raid boss that you will have to kill). After speaking with all of them the wearer and his guild have to travel to a specific location to summon a raid boss. After killing it, they imbue its power into the legendary (the last step can be done with multiple people who are at the same step). And done, you have a new legendary! Actually this is...A REALLY COOL IDEA!!! yeah I like it a lot, but we have to clarify that this would apply only to this specific weapon, the other legendary items should have their own distinctive mechanics and not all of them should grow or evolve, some are just an actual OP/extremely rare boss drop or something that should be crafted from a rare world boss material I mean we don't have to get rid of the oldies mechanics just incorporate new ones so the game is just not everything we have seen before OMG now its coming to my mind two more legendaries a bow and a pair of daggers Maybe I could write them and put their lore here!!!!
Nagash wrote: » I would love to have a legendary grimoire that allows you to use basic spells for all classes even if you are not that class. e.g a summoner casting fireball
Ishka wrote: » @Nagash I guess your "grimoire of many spells" will have custom CDs applied to the spells you use. Or does using one of the many spells you have, put a general CD on all of them ? I like the idea, because it would provide ways to do unexpected clutch plays. I got another idea guys, do you think it would be interesting for a shield to have an unique skill like the already existing wall that you build as a TANK, but instead we're using the shield making sort of ethereal screen not a physical one for like 30s. It would provide additional resistances from all types of ranged attacks. The "shield wall" can be moved but with a decent CD, moving it would cost mana. Also its duration can be increased at the cost of a constant consumption from the mana pool of the owner.