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Alchemy and spellcrafting : A crafter's specialty ?
I often thought how crafting could work in CU, and as of now i'm just starting to put it into words on Word. But it got me thinking about alchemy and spellcrafting...
Now obviously this will be done by crafters, but i'm wondering, how "different" spellcrafting will be compared to actual crafting.
For the crafting weapons and armors, and i can easily see something like jacksmith (http://www.flipline.com/games/jacksmith/), wich is a great crafting game. Of course i would like to see something similar for spellcrafting and alchemy. i can easily picture a table with a mortar, a bowl, different ingredients on shelves etc, and of course tons of requests from players wanting this and that.
But i thought it would be very nice if crafters also had specialties, where wich if you spec in alchemy/spellcrafting, you could not be as good in i.e. weapons and armor, or buildings.
So within the crafter class, there would also different specialties. Now if CU goes for more of a horizontal progression, it would be basically like that by default. In a vertical progression (like DAoC), you could have those 3 lines of crafting, and you'd have to choose wich one you want to specialise in.
I think it would make sense for crafters to not be able to be fully able to craft EVERYTHING. Much like combat classes, each would have their own use.
Possible downside of this (just a thought): is that it could end up where you would have too many crafters required or present, and not enough combat players, it could end up as big battles leaded by crafters hitting each other with iron ores, 2x4 and throw bat wings at each other's face lol ------- Kidding of course.
Overall, i'm more and more excited about the crafter class and its possibilities, i just might end up trading my bow for a mortar, a hammer and a forge
Comments
If alchemy makes its way into the game I would like to see less/none of the "+ X% of <insert stat here>" and more for utility pots. Something along the line of thrown poisons/explosives/oils/salts/etc. Combined with spell/ability effects it would be interesting to see how combat would change. I would also like to see the ability to apply poisons to melee/thrown/projectile weapons without being a class of the unsavory sort, especially since it doesnt take much skill to open a vial and lightly coat a blade. The key being that effects would not be overly exaggerated, so no poisons that tick at or even remotely near 10% of someone's health for 10 seconds or even 5 seconds.
If spellcrafting is to make its way in I would hate for it to turn into a way of maxing out your stats by overcharging the best crafted gear and would prefer a game without it to that. Though if it were to add a marginal effect it might turn out okay. If it allowed the adding of entertaining effects it would also be kind of fun, such effects being temporary cosmetic change/visual effect on SCd gear/magically trapping buildings/walls/siege weaponry/etc. Though once again, no game changing/breaking effects, just slight tactical advantages that combined with a solid strategy could win the day. However I of course retain the right to completely change my mind in any or all ways at any time.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
Spell crafting killed DAoC, it was the death of the game, it was the death of exploration, the death of most zones and the introduction of the min/makers who eventually wrecked that game.
People say the greed sickness began with ToA, but no, it began with SI and specifically spell crafting.
Not keen on this at all, I would prefer a SWG style system where armour stats are a combination of the quality of the raw materials used, the skill of the crafter and a little luck thrown in for spice.
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Spellcrafting was fine at first. Anybody could raise enough gold to buy crafted gear and get it spellcrafted. There weren't enough high end drops in the game at that point to really help min-maxers. I remember people in Alb Gawaine doing endless Caer Sidi runs trying to get one or two items for their templates. Even when they succeeded, it didn't really change their RvR performance notably. It was TOA with all of its new bonuses, artifacts, and rare drops (ML 2, ML 9, ML 10, etc.) that really created a big gap between people with maximized templates and those without.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
If they would have just put more materials on drops instead of just listing them at the merchants it would have much better. As it was, it was fine until the TOA bonuses and stuff allowed the majority of stats to be maxxed out.
I'd really like to see a wide-ranging character building element built in to the crafting/armor enhancement mechanic that leaves players well-short of maxxing out all categories. I'd prefer that even maxing out one skill would take a heavy spike in that stat that would come at a cost to everything else.
As long as it's balanced in all three realms, I don't mind Spell Crafting in the least. Even more reasons to join a guild to have access to crafters that won't charge an arm and a leg.
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I agree with ZinZan on how the properties should be added to gear.
I like the idea of stats coming from progression of your character and not gear, but that sounds like it'd create a rather large power gap by itself. Can't wait to see what they plan on doing with gear and crafting.
Many players on Excalibur had capped templates in SI, mainly stealthers but there were a few 8 man groups who destroyed the rest because they were templated.
We had a few players who figured it out in the first week of SI and it bred a terrible string of SI dungeon farming.
Expresso gave me a Hearthstone beta key.....I'm so happy