Nerror wrote: » I think it should be left in the past. Same goes for arrows for bows. It works ok for pen & paper RPGs where the pace is very slow in comparison, but it was never really a good idea for MMORPGs IMO. I played the old-school MMOs with reagents and arrows and such, and I never found it to add positively to those games.
Chocometeor wrote: » I remember when a Ability in WoW needed a ''Light Feather'' a Reagent that only dropped from certain Enemies. It was just really annoying and nobody wanted to farm reagents to use a Spell.. I can imagine the same with crafted Reagents aso. You just want your spells to be ready when you need them.
pgt1027 wrote: » Yes, the mage "slow fall" spell and the priest "levitate" spell. All it really did was slow your falling speed and, in the case of the priests, let you run above water instead of swim. I can't think of a situation where you actually needed these abilities. They were just kind of cool and convenient at times.
Neurath wrote: » I'm not convinced. I believe everything useful should be in a class kit. Not bolted on afterwards via reagents.
Neurath wrote: » Its not really apart of the class though. The warlock required external input to function. By inherent to the class I mean kind of like Soul Shards from other Warlocks which are just earnt through action and spent through action. Not a reagent but a method of acquisition and expenditure. All part of the class design. Something that doesn't stack in an inventory or ability bar slot.
Neurath wrote: » I get what you're saying, but I've struggled to get resource ui for the tank and conviction ui for the cleric. I'm not sure we will be able to get a separate ui for warlock which isn't a base class.