fayttex
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#1
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In a game where we remove RNG and silly chances to crit/hit/dodge, it seems odd we utilize an old Korean model for enchanting based entirely on RNG.
Someone on the forum (not me. I'm not plugging my own ideas here) had a great idea that each weapon has 'exp' tied to the owner after its bound. While you use the weapon to heal, damage, tank..it gains exp and naturally goes from +1 to +12.
The current enchanting system could work into this by allowing sacrificed items to give the current weapon a dump of exp (which could be rng'ed to be anything from 0 to a full level).
This would make weapons feel more connected to their users since they worked to 'awaken' their potential, while still giving short cuts to those that want to mass enchant their item.
Someone on the forum (not me. I'm not plugging my own ideas here) had a great idea that each weapon has 'exp' tied to the owner after its bound. While you use the weapon to heal, damage, tank..it gains exp and naturally goes from +1 to +12.
The current enchanting system could work into this by allowing sacrificed items to give the current weapon a dump of exp (which could be rng'ed to be anything from 0 to a full level).
This would make weapons feel more connected to their users since they worked to 'awaken' their potential, while still giving short cuts to those that want to mass enchant their item.