Post:Kertig Warring Axe - 12/14/2011 - 16:56
|Re: Kertig Warring Axe · on 12/14/2011 04:56 PM CST||3117|
| Yeah, there really isn't much feedback in the combat system for when you are being penalized. If using hindering armor occasionally made you whiff because your breastplate got in the way - people would notice it and consider using something lighter.
Fatigue usage would be another possibility. If hinderance resulted in more fatigue usage for attacking/defending/using special moves, lighter armors would make more sense.
You bring up a good point Apu that the techniques become less important when you can just spam-run back and forth to the repair merchant. Perhaps an increase to repair times/cost are in order.
I like the idea of using a more logarithmic approach to item damage.
Swappable weapons (and thrown weapons) suffer a small penalty for each additional form they can assume. It is something like a 5%, 10%, 15%, etc. Maybe weapon enchanting will facilitate more use of them, as it would be much more difficult to get 8 weapons enchanted than just your 3 swappables that cover the bases
Oh, and I am going to review the tool list a bit. IIRC only the balanced tools fit into the "can cap with 100 mech". To get added durability or potency you need a few hundred ranks generally speaking - more if you are using rare materials.
Keep the thoughts coming. I really want to see how we can continue to develop and improve these systems.
|This message was originally posted in Lore \ Smithing Skill, by DR-KODIUS on the play.net forums.|