Post by Valishan on Apr 8, 2011 16:49:48 GMT -5
The first part of this is less suggestion and instead more of a "is it coming, and please take this as my vote to add it" sort of thing.
Bard Masteries
Do want. An awful, awful lot of want.
New item Mods
I've seen a number of them in-game already, but I'm unsure how many are working properly. Fire Eater is the one I've personally noticed *not* working, but I'm not sure if it is due to the property being inactive or if it is a quirk of a human using a garg shield.
Also curious if any of them will make it on to our Spellcrafting list, especially the +skills stuff that Imbuing could do.
Crafting Update
Our crafting menus are missing a few things that would be present on EA servers, such as the Runed Switch components, Mystic spells, SCRAPPER'S COMPENDIUM, or scroll binders. I figure that some of these will naturally come in when everything is sorted out and most/all the bugs are squashed, so I suppose what I'm really looking for is if there's anything known that is *not* going to be implemented.
SA Mini-Champs
I haven't checked in a week or so, but last I was there it didn't appear these were on. I have seen a few Mini-Champ artifacts, but considering that Slasher dropped a High Seas bracelet for me once I don't think I can safely take that as confirmation.
And the actual suggestion(s) (brace yourself, I'm long-winded),
Spellcrafting Update
I'm of the mind that Spellcrafting needs to absorb/fold into Imbuing. A big problem with the skill is visibility; I know for fact that there are players running around PF that have no idea we have such a system. This is largely because the only way to know about it is to read the website (which too few people do), be told about it in-game, or to somehow stumble on it yourself. This facet of the visibility problem would be solved by making Spellcrafting its own independent skill, present on the skill list even, and that Imbuing spot on the skill list looks like the perfect spot.
Imbuing also has a few menu options that Spellcrafting could stand to absorb, such as the "Imbue last" sort, which would speed things up over the current method. Adding a counter for how many magic jewels you have (like other crafts do for their resources) would be nice. Some indicator in the menu that told you which items could take a particular craft would be helpful since trial and error is really the only sure way to know. The site list is not entirely accurate. A really convenient addition would be a window that shows your item's properties after each attempt. This way we could at least use Last Target to target our items without having to mouse over them to see what's changed (I find this increasingly difficult to do with jewelry, as frustration makes my hand less steady).
A separate, but greatly desired, change: let Spellcrafting make use of all those Imbuing ingredients. The Imbuing system adds a lot of different resource items, I feel it would be a shame to let them go to waste when they present such a great opportunity for the Spellcrafting system.
Specifically, let those items work for us in protecting our crafts. Currently (unless there's some unnoted change I missed), we're entirely at the mercy of the system for our Spellcrafting success. Not only does higher skill *not* raise our success rate or lower destruction chance, but it actually makes things harder by broadening our stat range. This is incredibly frustrating and it really makes Spellcrafting feel like a crapshoot where only the most determined can win.
This could be alleviated in one of two ways:
-First suggestion, magic jewels remain as the only required resource to spellcraft. The other ingredients for Imbuing become optional resources that protect an item from exploding on epic fails. It would require a certain amount of a resource based on your skill level and they would be used up on successful enchants and item destruction when they protect the item. The resource you need would follow Imbuing's patterns.
Example: Say I want to try to safely craft Strength onto a ring. I have 104/115 skill, so my bonus range is 7 to 18. I might need something around 27 Fire Rubies to have a shot at preventing an epic fail, should it roll. If my skill were 105/105, my range might be 9 to 15 and I would need 22 Fire Rubies to possibly roll protection.
If I successfully craft, I lose a jewel and 27 Fire Rubies. If I fail, I take damage and lose nothing. If I epic fail, I take damage and lose my item. If I epic fail but I roll the protection, I take damage and lose 27 Fire Rubies but keep my item.
-Alternatively, magic jewels remain as the only required ingredient for Spellcrafting. The Imbuing resources instead modify my intensity range to something more consistent and representative of my skills. The resource required would still follow the EA Imbuing table and would still require a number of resources base on skill.
Example: I want to try to craft Strength onto a ring. I have 104/115 skill, so my range is 7 to 18. I need 27 Fire Rubies for each success to benefit from this perk. When I have enough of them on hand, my range is modified to 15 to 18 (or 85% to 100% of my intensity range).
Spellcrafting is probably the only system I've ever come across where the more work you put into it, the worse off you get. It is already one of the most exhaustive systems in the game, requiring two skills, 10K per Spellcraft jewel, a far less common/more expensive resource than any other crafting system, a result range that worsens with skill, and a constant failure chance. I honestly don't see how demanding more work from a player for a chance to soften the penalties is too imbalancing. Being able to do the extra work and do *something* to impact the system in our favor would go a long way, even if all it earned us was the occasional "The magic in the jewel explodes violently, but the item was protected from destruction" type message.
Bard Masteries
Do want. An awful, awful lot of want.
New item Mods
I've seen a number of them in-game already, but I'm unsure how many are working properly. Fire Eater is the one I've personally noticed *not* working, but I'm not sure if it is due to the property being inactive or if it is a quirk of a human using a garg shield.
Also curious if any of them will make it on to our Spellcrafting list, especially the +skills stuff that Imbuing could do.
Crafting Update
Our crafting menus are missing a few things that would be present on EA servers, such as the Runed Switch components, Mystic spells, SCRAPPER'S COMPENDIUM, or scroll binders. I figure that some of these will naturally come in when everything is sorted out and most/all the bugs are squashed, so I suppose what I'm really looking for is if there's anything known that is *not* going to be implemented.
SA Mini-Champs
I haven't checked in a week or so, but last I was there it didn't appear these were on. I have seen a few Mini-Champ artifacts, but considering that Slasher dropped a High Seas bracelet for me once I don't think I can safely take that as confirmation.
And the actual suggestion(s) (brace yourself, I'm long-winded),
Spellcrafting Update
I'm of the mind that Spellcrafting needs to absorb/fold into Imbuing. A big problem with the skill is visibility; I know for fact that there are players running around PF that have no idea we have such a system. This is largely because the only way to know about it is to read the website (which too few people do), be told about it in-game, or to somehow stumble on it yourself. This facet of the visibility problem would be solved by making Spellcrafting its own independent skill, present on the skill list even, and that Imbuing spot on the skill list looks like the perfect spot.
Imbuing also has a few menu options that Spellcrafting could stand to absorb, such as the "Imbue last" sort, which would speed things up over the current method. Adding a counter for how many magic jewels you have (like other crafts do for their resources) would be nice. Some indicator in the menu that told you which items could take a particular craft would be helpful since trial and error is really the only sure way to know. The site list is not entirely accurate. A really convenient addition would be a window that shows your item's properties after each attempt. This way we could at least use Last Target to target our items without having to mouse over them to see what's changed (I find this increasingly difficult to do with jewelry, as frustration makes my hand less steady).
A separate, but greatly desired, change: let Spellcrafting make use of all those Imbuing ingredients. The Imbuing system adds a lot of different resource items, I feel it would be a shame to let them go to waste when they present such a great opportunity for the Spellcrafting system.
Specifically, let those items work for us in protecting our crafts. Currently (unless there's some unnoted change I missed), we're entirely at the mercy of the system for our Spellcrafting success. Not only does higher skill *not* raise our success rate or lower destruction chance, but it actually makes things harder by broadening our stat range. This is incredibly frustrating and it really makes Spellcrafting feel like a crapshoot where only the most determined can win.
This could be alleviated in one of two ways:
-First suggestion, magic jewels remain as the only required resource to spellcraft. The other ingredients for Imbuing become optional resources that protect an item from exploding on epic fails. It would require a certain amount of a resource based on your skill level and they would be used up on successful enchants and item destruction when they protect the item. The resource you need would follow Imbuing's patterns.
Example: Say I want to try to safely craft Strength onto a ring. I have 104/115 skill, so my bonus range is 7 to 18. I might need something around 27 Fire Rubies to have a shot at preventing an epic fail, should it roll. If my skill were 105/105, my range might be 9 to 15 and I would need 22 Fire Rubies to possibly roll protection.
If I successfully craft, I lose a jewel and 27 Fire Rubies. If I fail, I take damage and lose nothing. If I epic fail, I take damage and lose my item. If I epic fail but I roll the protection, I take damage and lose 27 Fire Rubies but keep my item.
-Alternatively, magic jewels remain as the only required ingredient for Spellcrafting. The Imbuing resources instead modify my intensity range to something more consistent and representative of my skills. The resource required would still follow the EA Imbuing table and would still require a number of resources base on skill.
Example: I want to try to craft Strength onto a ring. I have 104/115 skill, so my range is 7 to 18. I need 27 Fire Rubies for each success to benefit from this perk. When I have enough of them on hand, my range is modified to 15 to 18 (or 85% to 100% of my intensity range).
Spellcrafting is probably the only system I've ever come across where the more work you put into it, the worse off you get. It is already one of the most exhaustive systems in the game, requiring two skills, 10K per Spellcraft jewel, a far less common/more expensive resource than any other crafting system, a result range that worsens with skill, and a constant failure chance. I honestly don't see how demanding more work from a player for a chance to soften the penalties is too imbalancing. Being able to do the extra work and do *something* to impact the system in our favor would go a long way, even if all it earned us was the occasional "The magic in the jewel explodes violently, but the item was protected from destruction" type message.