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Post by Tracina on Mar 12, 2021 19:27:05 GMT -8
I was thinking that it would be really helpful to have some sort of quest to be able to obtain a deed that would add the "Self Repair" ability to weapons and armor. The Deed would be random at +3 to +5.
I would be happy to help create the quest...
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Post by Amairgen on Mar 12, 2021 22:38:59 GMT -8
Open to ideas. *smiles*
Creation wide what did you have in mind? Suggest you sent me a PM here on the forum.
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Post by Benjamin on Mar 12, 2021 22:50:28 GMT -8
I was thinking that it would be really helpful to have some sort of quest to be able to obtain a deed that would add the "Self Repair" ability to weapons and armor. The Deed would be random at +3 to +5. I would be happy to help create the quest... While it would be nice to have access to them on at least a regular basis, I think it should be left as a rare item. That is probably the only thing keeping the self repair enhancement in check. If all armor and weapons could be enhanced with ease and not cost anything in rewards and spellcrafting enhancement slots, then 2 problems arise. spellcrafting and disenchantment take a hit on a well balanced system, and Those of us that are vets and have used some of those items also become out of balance. The newb armor in the new start room has lrc and self repair as well as being blessed, that has been my adventuning suit since ive been back except for a few pieces of non artifact armor I have found along the way and dont mind repairing until gone. I believe there are at least 2 ways to get self repair on items. First is through spellcrafting, and there is an option for vet rewards, that being said I am sure I have seen them as vote rewards but only once a long time ago. I know that Amairgen in his own devious way has managed to get them as loot in decaying chests and possibly as loot in special holiday mobs?, Yes spellcrafting takes a necessary enhacement slot, but it can be removed enhanced over and a rare scroll used later down the line, but that just adds to the fun of building and customizing your armor to suit your champions needs. I do know that the self repair property stacks with the vet rewards option as I have been able to put several on one item, I do not know the maximum spellcrafted amount that can be put on an item, though I do know there is a list on the forums of craftable properties and intensities. Please forgive my memory it is not as reliable going through this last bout with a severe cold. Just my 2 cents here, my vote if it were put to a poll would be no, as it would cause too much imbalance in the systems already in place.
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Post by dellucian on Mar 13, 2021 8:06:00 GMT -8
even if it just adds +1 as the enchantment book can add upto +4
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Post by Amairgen on Mar 13, 2021 9:19:21 GMT -8
While it would be nice to have access to them on at least a regular basis, I think it should be left as a rare item. That is probably the only thing keeping the self repair enhancement in check. If all armor and weapons could be enhanced with ease and not cost anything in rewards and spellcrafting enhancement slots, then 2 problems arise. spellcrafting and disenchantment take a hit on a well balanced system, and Those of us that are vets and have used some of those items also become out of balance. The newb armor in the new start room has lrc and self repair as well as being blessed, that has been my adventuning suit since ive been back except for a few pieces of non artifact armor I have found along the way and dont mind repairing until gone. . . . . . . First . . Thank you to everyone for this discussion. These are always helpful and insightful as none of us (me included) can see every angle at the same time. Benjamin has hit at the core of the problem in making 'Self Repair' too easy or too common. I would like to take his logic one step further. Commonly (easily) available 'Self Repair' for its part does in a way 1) diminish Spellcrafting and Disenchantment 2) diminish the need for 'Repair Deeds' made by crafters 2) diminish the value of crafters 3) diminish crafters income earning ability I am not only leaning strongly on leaving the ways Self Repair can be added as it currently is . . . I am now also contemplating removing that property from our new 'Starter' equipment as I believe that putting it there was a hasty overstep on my part.
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Post by dellucian on Mar 13, 2021 9:32:14 GMT -8
there is an advantage to self repair deeds that myself and Par discovered last night, in that items that reach there max number of slots can have a self repair deed added to them. this is the case for some items that either spawn in with to much stuff already on them or that you have done the work to make just right. The same can be done with the Medeis Incantatrix and Spell channeling. The advantage and where crafters come in further is once that slot is added. (Lets say for sake of argument an item has 12 slots. you have the 12 slots put on with enchantments, you then add the self repair deed putting you to a 13th slot, from here the Enchanter can then take your 1 point of self repair upto 4, at which point a second self repair deed is needed to put you to the 5th level of self repair for max repair.
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Post by Tauriel on Mar 13, 2021 15:19:17 GMT -8
I was thinking that it would be really helpful to have some sort of quest to be able to obtain a deed that would add the "Self Repair" ability to weapons and armor. The Deed would be random at +3 to +5. I would be happy to help create the quest... I believe there are at least 2 ways to get self repair on items. First is through spellcrafting, and there is an option for vet rewards, that being said I am sure I have seen them as vote rewards but only once a long time ago. I am fairly certain I have also received them through the BOD system.
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Post by Benjamin on Mar 14, 2021 18:00:14 GMT -8
I am not only leaning strongly on leaving the ways Self Repair can be added as it currently is . . . I am now also contemplating removing that property from our new 'Starter' equipment as I believe that putting it there was a hasty overstep on my part. I like the fact that the noob armor has it, it makes training and adventuring a little more bearable, especially given the steep leaning curve on traditions. New players definitly need it here with so much to learn and do it would be beneficial to leave it as is. Another reason is the ease of waiting several days perhaps while the armor is breaking and creating new heros just for the armor sets in the creation room, the next logical step is removing the armor so it does not flood the shard. I do not want to see that armor go away as each hero we create should be somewhat self sufficient right out of the box. very often I have forgotten to, or didnt realize I should have removed, fragile armor during a macro for training just to return and my lrc suit is missing several pieces... lol @ Amairgen, be firm, but handle with care (fragile!) heheh.
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Post by Amairgen on Mar 14, 2021 21:22:32 GMT -8
I like the fact that the noob armor has it, it makes training and adventuring a little more bearable, especially given the steep leaning curve on traditions. New players definitly need it here with so much to learn and do it would be beneficial to leave it as is. Another reason is the ease of waiting several days perhaps while the armor is breaking and creating new heros just for the armor sets in the creation room, the next logical step is removing the armor so it does not flood the shard. I do not want to see that armor go away as each hero we create should be somewhat self sufficient right out of the box. very often I have forgotten to, or didnt realize I should have removed, fragile armor during a macro for training just to return and my lrc suit is missing several pieces... lol @ Amairgen, be firm, but handle with care (fragile!) heheh. Remember that every new character gets a set of the srarter armor (even a crafter) and you could: 1) train naked *blushes* 2) train with normal crafter made equipment rather than with valuable or semi-valuable gear 3) buy some crafter made repair contracts
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Post by dellucian on Mar 15, 2021 7:22:10 GMT -8
personally my main concern comes into place when we consider some of the artifacts that take a serious grind to get (eg, the armor of fortune, which i've still yet to get a full set of)
in some cases some of these armors (which granted can be repaired with the overall durability lowering) are nearly impossible to find in singles let alone the multiples required to make an top tear set. hence a deed which would allow you to add just +1 self repair pass it to a crafter to have it enchanted to 4 imo is not a horrible idea. alternatively even if it was just set so that the total durability did not lower as it was repaired.
which imo shows the work of a shoddy crafter in the first place (IRL Pre-covidaverse, i was working as an apprentice shoe maker/cobbler. the idea of some thing going out worse off then when it came in never appealed to me. in fact in most cases the repairs we do will result in the item going out better off then it was when it came in eg: taking what we consider "Chineseum" materials and putting in real leather to allow for better durability)
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Post by Amairgen on Mar 15, 2021 9:12:59 GMT -8
. . . . my main concern comes into place when we consider some of the artifacts . . . . . . . . these armors (which granted can be repaired with the overall durability lowering) . . . . . . . . alternatively even if it was just set so that the total durability did not lower as it was repaired. . . . . which imo shows the work of a shoddy crafter in the first place (IRL Pre-covidaverse, i was working as an apprentice shoe maker/cobbler. the idea of some thing going out worse off then when it came in never appealed to me. in fact in most cases the repairs we do will result in the item going out better off then it was when it came in eg: taking what we consider "Chineseum" materials and putting in real leather to allow for better durability) Okay . . some clarification and something I can add try to do. 1) Everything here (Repair and Durability) must fall within the realm of the Crafter. When this shard was in the planning stages we began with Crafters and built everything out from there. Very few shards place much importance on them and we believe they should be the core of the community. Hence the Arete Crafters Hall being also a Bank and an Inn. Hence all crafters needing to be close to their 'craft control items (like Smiths must), which draws beginning crafters to the Craft Hall and draws in others as well. 2) Crafters can not only Repair they can also increase the Durability on armor and weapons using a "Powder of Fortifying". Crafters obtain this powder by doing the Blacksmith and Tinker craft quests at the highest level. They also obtain it from BOD rewards. 3) Crafters using Spellcrafting can also add 'Self Repair' to armor and weapons subject to availability of property slots where the number of properties is limited. Now:I have added to my 'Honey Do List' enabling Spellcrafters to add Self Repair to Armor and Weapon ' Artifacts' regardless of the number of properties the item already has. This way 'Self Repair would no long take up one of the limited property slots on certain arties which already have numerous properties. There may be wrinkles achieving this but it is now my plan to do so. I can't promise this will happen tomorrow because I have several other things in the works right now. Experience has taught me if I try too many projects at the same time then I have to hand out too many 'Bug Detection' rewards later. *smiles* Having said that . . if it's on my list and possible, it gets done. Hope this helps.
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Post by dellucian on Mar 15, 2021 14:55:59 GMT -8
wait there are bug detection rewards? lol
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Post by Benjamin on Mar 16, 2021 21:21:48 GMT -8
wait there are bug detection rewards? lol well yes and no, I mean you may get a bug squasher sash or a pice of clothing, but back in the day We used to get 2 mil gold and a extra house slot with a new tower. hahahah...JK!
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