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Old Nov 23, 2006, 08:50 PM // 20:50   #1
Krytan Explorer
 
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Default Equipment Expansion

I have a proposal to expand the current types of equipment able to be worn as well as a suggestion about armor.
First, to the new forms of equipment.

As with most RPGs/MMOs there are slots beyond just the basic armor, like rings, gloves, pendants/necklaces, headbands, and the like. I feel that adding some of these would be a good way to expand a character's flexibility and staying power. We wouldn't need a great number of slots. I was thinking of one pendant/necklace slot and two ring slots.

They can act just like an insignia and you can only gain the full effect from them if you meet the requirements just like weapons, shields, etc. They will not have the ability to have runes or insignias added to them. However, unlike regular armor, they will not be customized for the wearer and thus can be traded. The effects of each will be global and will not stack with existing runes and insignias. Rings of the same type will not stack. The one with the highest bonus will take precedence over the other just like runes.

Examples:

Brawler's Band (Ring)
Requires 6 Strength
Armor +10 (while attacking)

Ring of Radiance
Energy +3

Necklace of Distortion
Activation Time: 1/4 Second
Recharge Time: 30 seconds
For 10 seconds, attacks against you have a 50% miss chance.

Pendant of Power
+1 to primary attribute

Now for my next idea.

I suggest that bosses in high-level areas should have special armor drops (as well as rings and pendants). They would be green just like weapons they drop and would be binding upon equipping and only be wearable to the same primary profession as the boss. Thus, a ranger who picks up a piece of green monk armor cannot wear it, but still trade it. The boss would only drop armor of their profession and will have a full suit (head, chest, hands, leggings, footwear) available. However, they would only drop one piece at a time. They would have unique skins with a similar motif to the weapons they drop and have a special ability (known as a "bonus") granted when the full set is worn. It will function just like a regular set of armor with the ability to have runes added to them, but not insignias.

Example:

Ironclaw's Set (Helm, Cuirass, Bracers, Leggings, & Greaves)
Armor: 80
Armor +20 (vs. physical damage)
Armor +10 (vs. elemental damage)
Bonus: +1 to Axe Mastery (stacking)

Please critique this honestly and leave the "A-Net won't do this." and "/not signed" posts without an explanation to other threads.

Thanks for reading.

Last edited by Riplox; Nov 23, 2006 at 10:11 PM // 22:11..
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Old Nov 23, 2006, 09:07 PM // 21:07   #2
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I like the pendant and ring idea, though the green armor drops idea won't be implemented, due to the way armor works in this game.

This:
Quote:
Necklace of Distortion
Activation Time: 1/4 Second
Recharge Time: 30 seconds
For 10 seconds, attacks against you have a 50% miss chance.
Is a little too good. But I do like the idea of enchanted rings and necklaces.
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Old Nov 23, 2006, 09:58 PM // 21:58   #3
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/not signed
wearing a whole set increases your stats, which is against the core of GW; everything available for everyone.

pendants and rings are okay, but I think the GW community has to get used to inscriptions and insignia first before adding another item type.
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Old Nov 23, 2006, 10:10 PM // 22:10   #4
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Ok, how are the armor sets not available to everyone? All they have to do is fight the boss they need to and get the armor. It may take a while, but anyone can do that. And besides, I was just giving an example oh what the bonus would be. Heck, it could even grant the use of a skill or something.
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Old Nov 23, 2006, 10:25 PM // 22:25   #5
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During original beta weekends, there were charms. Items, that were held in your inventory, and increased stats.

They were removed since they were too imbalancing.

So, contrary to your statement: Anet did do this. Then they realized it's wrong, and removed it.
Same with "skill something"?, which allowed you to assume one skill of any other profession at 0 attributes. That too was removed since it allowed for some out of whack builds.

Adding anything on top of existing skill/mod set breaks the game.

The looted armor concept, once again, goes against design of GW. GW will never introduce grind as a requirement for a tangible reward. Titles, for example, are intangible. Hero armor is optional. Character armor is mandatory.

Discimination via items is something that is impossible in GW, since it breaks the game. FoW is available to everyone. It costs a lot, but it doesn't require you to do anything for it. All you need is money. Forcing someone to farm a specific mob for a specific drop goes against that.

Last edited by Antheus; Nov 23, 2006 at 10:29 PM // 22:29..
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Old Nov 23, 2006, 10:31 PM // 22:31   #6
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Rings and necklaces would be cool..

/notsigned for the armor drops from monsters

I'm not an expert on predicting what would happen, but I'm sure if the armor drop were added, then grinding would exist. Players would be killing a certain boss over and over until they got one piece of armor or the entire set to wear it or to sell it.
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Old Nov 23, 2006, 10:38 PM // 22:38   #7
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But doesn't that already exist for weapons? This would just add more to farm/grind for.

Heck, maybe the sets of armor dont have to have the "bonus" and could jsut be a unique skin or something.
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Old Nov 24, 2006, 04:40 AM // 04:40   #8
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For now, I only wouldmake equipable capes.

You know, you guild makes a desing (color, background, logo and logo color), and then you can use a 'blank cape'

But you may craft or buy another cape (changing the shape and the size) that (may) have one or two properties.

Many people would love to have larger or smaller capes.
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Old Nov 24, 2006, 05:48 AM // 05:48   #9
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To the argument of "No, because it makes you grind"...

This game already has grind. None of it is required to play and enjoy the game. An idea similar to the dropped armors was suggested, it may still be on the front page, and it could be implemented so that it had the same armor level as armor crafted in that area. Fissure armor is grind, by definition.

Armor discrimination already exists, and as such I see nothing wrong with special armors dropped from special enemies, provided they are auto-customized and provide no benefit above any craftable armor, to maintain balance.

I'll /sign for "green" armors or something similar, but I'm /notsigning from the amulets and junk like that because it's just more stuff to have to buy, and I believe items like that could possibly affect balance.

Last edited by Trakata; Nov 24, 2006 at 05:51 AM // 05:51..
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Old Nov 24, 2006, 06:04 AM // 06:04   #10
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/notsigned

Would ruin the balance of the game. There is also no need for them.
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