Shattered Kingdoms

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What do you think of this suggested change to enchant?
Like it, lets see it. 43%  43%  [ 29 ]
Neutral. 10%  10%  [ 7 ]
Do not like it. 37%  37%  [ 25 ]
Other, don't care, or just want to see results. 9%  9%  [ 6 ]
Total votes : 67
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PostPosted: Sun Feb 19, 2006 7:31 pm 
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This change would make necros even more elite, with the right enchanting friends...

I say do it.


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PostPosted: Sun Feb 19, 2006 7:33 pm 
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This would lessen slightly the gap Fepel mentioned, making it easier for newbs to max their stats and not have to worry so much about where they are going to allocate their attribute points, something which I have learned is exceedingly difficult for someone who is not experienced in doing so.


Remember enchanting increases the quality, and therefor increases the level of an item and makes it possible (or more likely) that logout thieves will snatch it. So I don't see it helping lower levels out much.


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PostPosted: Sun Feb 19, 2006 7:38 pm 
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Baraka wrote:
Leave enchanting basically the way it is, but up the level requirement to learn it (move it from Expert to Mentor)

Certainly don't do this. Enchanting is one of the few skills/spells in the game that mid-level characters can use to help out near-GM characters.


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PostPosted: Sun Feb 19, 2006 10:11 pm 
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Id be happy with just getting double cost double chance of getting the enchantment I wanted. Example enchant armor pants protection = double chance for MP (with a sixths less chance of the other enchantments).
On the subject of the change suggested. The idea seems good at first then seems broken when thought about. Perhaps if you could only add an enchantment that was already on an item. Un-enchanted items could never get an enchantment (low level items), where faded items could be re-enchanted. Item when built has base kinds of enchantments enchant able (for change over what ever is on the item currently) the caster can only place these enchantments on them. That way people would be able to guess the kinds of enchantments from your items but not how powerful they where. The more "l33t" armor would have more kinds of enchantments not more powerful ones because then you can pick and chose what you want.


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PostPosted: Sun Feb 19, 2006 10:17 pm 
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We are talking about +150 HP trains on warriors/necros, +150 mana trains on shamans, +150 MR on sorcs.

It will make the gap bigger. The priests/sorcs will be bothered by players ALL the time to add a little more. One mana pool is not big of a trouble. Inn regen scripts and bards can almost nullify that if you are to get your desired enchant each time.

A priest/sorc now can say no and not enchant if anyone wants more and more and more. If he can't do that now, he won't do it when it will drain his whole mana pool. And lewt [REDACTED] are greedy, I know I am. I pity the enchanters that my character knows IC if this is implemented.

The random parts of SK is what makes the game exciting. Imagine if a hellion could choose which of his 20 in a row cleaves would be critical, or any warrior could choose to hit only head or only chest instead of the 3 aims.


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PostPosted: Sun Feb 19, 2006 10:17 pm 
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While it would ritard the process of enchanting, there are ways to get around it, including outright solid patience.
As far as the specification thingy, it'd be nice to not have MR on a suit while capitalizing on MP, Fort, reflex, etc. but on the other hand, trying to actually -face- someone with a suit of armor that ridicuously enchanted could make even cheap steel dangerous.

My thoughts are just keep the enchantment spells as they are. The randomness keeps to the d-20-ish flavor to the game, IMO, and it makes a wildly good enchanted suit actually mean more. Otherwise, if the whole thing is diluted, things will lose their values, noobs will become completely separated from the veterans, yadda yadda.

My tuppence.

Edit: Gee, apparently the filter doesn't like words spelled a certain way.


Last edited by darktemplar_23 on Mon Feb 20, 2006 10:29 am, edited 1 time in total.

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PostPosted: Sun Feb 19, 2006 10:28 pm 
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I think that with modification, Achernar's idea can work. We just need to decrease the power a custom-enchanted suit has.

Let's say armor could only have 5 total enchants. Then it might be reasonable to let people pick what enchants they want. A 45-willpower suit? Fine - you're just going to be vulnerable to other things then. (Fourteen slots times 5 enchants per slot is only 70 total. This may not be the right number, but I think the example shows a way to balance this.)

We'd also need to quash the ability to add attributes, which is not only too powerful, but would make much of the game's equipment obsolete. Go find +attributes gear if you want it, and enchant that up to the maximum remaining.

Given these limits, I like the idea, since it gives more place to tactical choice and less to mere time spent. It would also tend to equalize power between hardcore veterans and new players.


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PostPosted: Sun Feb 19, 2006 10:58 pm 
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PostPosted: Sun Feb 19, 2006 11:54 pm 
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Too uber - With time enough spent you can have the set you want, and those who wish to sacrifice that much time should be rewarded.

Also I am VERY much against being able to enchant hp/me/mana since it would produce sooo much new whining in regards to voodoo and necro strength (two touchy subjects as it is).

I voted against it.


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PostPosted: Mon Feb 20, 2006 12:26 am 
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Some ideas:

Have an enchanter choose enchants like a mercs spec. Two or three or four that they will be able to put on things.

Limit the enchants. Not 150 total, but put a cap similar to what Archenar said, maybe 40, you can have 40 willpower but not allowed to any reflex, MR, MP, or even stats.

Overall I think its a good idea. A persistent enchanter with a pushy and persistent warrior is going to turn out a perfect suit anyway that no one else will have the patience for. This way more can have a nicer than average suit, but its not perfect and there's an even cut off accross the board.


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