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Changes need to be made to Imbuing.

C

Coragin

Guest
There are some changes that would would say really need to be made to imbuing. Here are the changes I propose and why.

Allow imbuing 1-2 properties to earrings!

PLEASE either remove damage increase as an imbuing property from an item or aloow us to have some kind of way to REMOVE properties. Yes make them lost, you get nothing for removing them, but making weapons with runics when I DO NOT want dmg increase, I have to find a way to make non-exceptional weapons. Which is hard when making say a kryss or katana. So please, allow us to remove properties, make it count as one of the 10 imbues even.

Add the following:
Fey Slayer
Bovine Slayer
Flame slayer
Ice Slayer
Mage Slayer

These slayer are already available, so why cant we have at very least the first two? Maybe not the extras, but the first two should have already been there.

Add the following skills:
Tailoring
Blacksmithing
Bowcraft and Fletching
Carpentry
Alchemy
Inscription
Lockpicking
Imbuing

However only add these skills to the following proposed change...

Allow us to break down and imbue Talismans. This only makes sense.

Finally, and this is a big deal to me.

Please allow 15 charges of powder of fortification to be used AFTER imbuing. Possibly dont make it powder of fortification, possibly once you imbue an item make the durability goto 255/255 like rings and earrings do. Actually I think this is better, as soon as you imbue an item with a property the durability goes up to 255. Powder of fortification is honestly too few and far between now and on some servers, people are trying to sell for half a million per. So this proposed change would actually make trying to make that nice item worth it. You dont know how many things I have used powder on, imbued, tried to enhance only to have a catastrophic fail. Its super expensive and super irritating.

Which leads me to my final change proposed to ALL crafting...

EA, you are hereby forbidden to use the word (or any likeness of) "but" in anything with crafting. When you see the word 'but' it is always something rather stupid and annoying.
 

Clog|Mordain

Lore Master
Stratics Veteran
Stratics Legend
No to the fortification! I would actually like to see a max durability of 150 to imbued items, but thats just me.

Yes to be able to imbue earrings
 
S

Slim29

Guest
My Answer:


E. None of the above



Adding crafting skills to the imbue tree would make it far to easy to max skills without spending the time one should to actually earn those skill.

The slayers you referenced are rare for a reason, and should not be added to normal weapons. They are available in talisman form, and I think that is where they should stay.


The need for powder of fortification has created more demand for the crafters. This is a good thing, and helps give them a purpose again. I too am short on powder of fortification, but it makes it all the more worthwhile when you take a chance on an enhancement and it finally works out. Making GODLY weapons should not be an everyday thing. It should be rare and expensive to craft such things.
 
H

Harb

Guest
Eeck!!! Partner let me start off by saying I'm all for facilitating gameplay, all for supporting popular demand, and believe our skill gain system is way broken, so I kind of understand where you're coming from.

I don't agree that imbuing or enhancing human/ elf jewelry other than rings/ bracelets is needed, and enabling it to occur further lessens the already mild and timid introduction of the gargoyle race. If anything, I'd prefer to see gargoyle robes imbuable to offset robe/ quiver/ cloak/ crimson disadvantages gargoyles available to the other races.

As for crafting skill properties on jewelry in any form, I kind of prefer them as they are now, one of the few things that can't go the way of the shortcut. None are difficult to work your way through.

I'm also kinda opposite on talismen, they are in a category I think dev can play with in the future for the "special goodie" group, as imbuing itself really begins to limit where they can go within reason (i.e. balance) on other items. So my vote is to leave them as is.

For me, I see PoF in the same way I see crafting skill properties. They should take some effort, but also akin to crafting skill gains, these are really not very hard to come by on your own with some smithing play. Besides, you can use PoF prior to imbuing as the process does not break the items. It's takes a little advance planning, but it just seems to me this one isn't broken either.

I'm not really opposed to the added slayers, but again feel like it's fixing what ain't broke. Again imbuing limits upcoming "goodies," this is an item group dev can work with, and having to make "choices" on occassion, such as dropping the Primer talisman or Totem of the Void to pick up a unique slayer at least for me is one of those pre-adventure prep considerations!

But we're all entitled to our opinions and I respect yours. I'd just prefer not blistering my finger pressing that easy button.

But at least let me offer a couple observations/ recommendations opposed to just being a naysayer. I do think it reasonable that since items are weighed being imbued onto an item, that they should hold the same weights when unravelling. It also seems that since GM and arms lore bonuses "count" toward imbuing, that they also shouldn't be ignored when unravelling. Anyways, just a couple to toss out there while we're on the subject!
 
M

mjolnir131

Guest
oh yea the whole idea behind durablity for imbued items needs to go ,or the dur table needs a total redo to maybe losing a point of dur evry 4-5 repairs.

you guys in the meg-guild that have uber nice stuff just need to stop trying to convince people imbue is over powered the smaller PvP guilds that get whacked on all the time See yhe 3/1 max dci/hci/di rings and uber caster rings across from them,they know better as well as most of the people running ABC's, sammies ,whammy and sampires

at best, the stuff you make with inbue is get-by stuff, i'll use it to get-by for now
 
H

Harb

Guest
...or the dur table needs a total redo to maybe losing a point of dur evry 4-5 repairs...
You're doing better than I if you're only losing a point every 4-5 repairs. Even at 120s, I am guarenteed a durability point loss every time I repair anything. So yes, I agree repairs are way broken. Further, whoever decided to increase durability loss in combat with pub 60 needs a trip to the woodshed. This one also needs another looksee.

...Also let us Imbue HCI on shields plz.
This one I'm in favor of also. Mr. Tact did us a disservice on the way out with this change. As the items were already in game, all it did was screw future generations.
 
M

mjolnir131

Guest
harb that's what i am trying to say the dur drop is way off 120 with an ancent hammer sill loses most times and that should not be the case.


Don't get me started on sheild HCI and a supposed imbalance that has never been explained! the only inbalance there is with HCY and sheilds is between old players like myself who have 12/12 sheilds and up heck i'll drop to 8 hci/12dci and up with SC and the newer players who do not.
 
M

mjolnir131

Guest
as a crafter myself the idea of having to remake an item every now and then is great but not 2-3 times a month like it is now
 

Viquire

Crazed Zealot
Stratics Veteran
Stratics Legend
at best, the stuff you make with inbue is get-by stuff, i'll use it to get-by for now
Now I am not in a big pvp guild, and I would like to just say that this was the whole point. Yes, you are getting by for now, but you are getting by with some really enabling gear there. So what if you have to remake it every month.

Simply refuse to pay a ridiculous amount of money for something you know is a temporary fix. This 300k per property stuff is insane.
 
S

Slim29

Guest
Regarding the shields with HCI. I have an old one that I enhanced some time ago with the following properties:

Spell Channeling
Hit Point Regeneration 2
Luck 40
Reflect Physical Damage 9%
Hit Chance Increase 10%
Def Chance Increase 12%
Fire Resist 3%
Energy Resist 1%


As much as I like imbuing, I don't want it to ruin extremely rare items like the shield that I have. Leave the hit chance out of it. You can add it through jewelry and on the weapon itself, so no need to allow it to be imbued on shields.
 
M

mjolnir131

Guest
Now I am not in a big pvp guild, and I would like to just say that this was the whole point. Yes, you are getting by for now, but you are getting by with some really enabling gear there. So what if you have to remake it every month.

Simply refuse to pay a ridiculous amount of money for something you know is a temporary fix. This 300k per property stuff is insane.
no not realy not when top end is 150 or more weight points higher than you can make with imbue
 
C

Coragin

Guest
Of that whole list I would be happy just being able to completely remove a property.
 
T

Thangorodrim

Guest
Regarding the shields with HCI. I have an old one that I enhanced some time ago with the following properties:

Spell Channeling
Hit Point Regeneration 2
Luck 40
Reflect Physical Damage 9%
Hit Chance Increase 10%
Def Chance Increase 12%
Fire Resist 3%
Energy Resist 1%


As much as I like imbuing, I don't want it to ruin extremely rare items like the shield that I have. Leave the hit chance out of it. You can add it through jewelry and on the weapon itself, so no need to allow it to be imbued on shields.
Please explain exactly how imbuing could possibly ruin your shield.
 
S

Slim29

Guest
It's not about ruining my shield, it's about ruining the rarity of it. If imbuing was updated to allow putting hit chance on a shield, then unique items like what I have would be worthless. Also, if they did so every template would have maxed out hit chance and defense chance on easily imbued items. There is no need for it to go any further than its current form.
 
M

Myna

Guest
i would like to see the remove property, thats all, no to the rest
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
I'm fine with imbuing just the way it is, but I and my hubby get our own ingredients. In my very humble opinion what you need to be addressing isn't the design, and the people you should be aiming your request at isn't the devs. It's the people charging ridiculous prices for ingredients on their vendors.
Residue - can be gotten by unravelling loot off a lizardman for goodness sake, how in heck is it worth over 1000gp?
Essence of balance: Most of the other ingredients come from the cavern, this essence is gotten as a 'by product' Currently we have over 200 of them. How in heck is a price of 50k or more justified?
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
I'm fine with imbuing just the way it is
Agreed. And a big hell no to powdering in any form after imbuing. Although I would agree that a slight durabilty increase would be nice to a base item for exceptional (something like 35 points). And/or another larger bonus for arms lore (@5 durabilty per 10 skill). Maybe a combination bonus between the two that would put the base durability high enough to max out with around one jar of powder.

I can get powders fast, but I don't sell now because prices are too high. I'm not comfortable selling them that high. What I consider to be a decent price will probably get my vendor camped by someone else looking to mark them up on theirs.

Prices on imbuing mats are high now but that won't last long. After you get the base skill in imbuing maxed, it's getting to the point that you can farm items and build your own suit in a few hours easily if you had the other complimentary skills to do so. This is an extremely well though out system... someone poured alotta love into it. Let's not be too hasty to over-power it.
 

Nexus

Site Support
Administrator
Moderator
Professional
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
There are some changes that would would say really need to be made to imbuing. Here are the changes I propose and why.

Allow imbuing 1-2 properties to earrings!
I'd only go for this if it was nightsight and up to 3 resist

PLEASE either remove damage increase as an imbuing property from an item or aloow us to have some kind of way to REMOVE properties. Yes make them lost, you get nothing for removing them, but making weapons with runics when I DO NOT want dmg increase, I have to find a way to make non-exceptional weapons. Which is hard when making say a kryss or katana. So please, allow us to remove properties, make it count as one of the 10 imbues even.
Why would you not want DI?

Add the following:
Fey Slayer
Bovine Slayer
Flame slayer
Ice Slayer
Mage Slayer

These slayer are already available, so why cant we have at very least the first two? Maybe not the extras, but the first two should have already been there.
The First two I can agree on, the others nah.

Add the following skills:
Tailoring
Blacksmithing
Bowcraft and Fletching
Carpentry
Alchemy
Inscription
Lockpicking
Imbuing


However only add these skills to the following proposed change...

Allow us to break down and imbue Talismans. This only makes sense.
Those skills no...Throwing and Mysticism Yes!

Finally, and this is a big deal to me.

Please allow 15 charges of powder of fortification to be used AFTER imbuing. Possibly dont make it powder of fortification, possibly once you imbue an item make the durability goto 255/255 like rings and earrings do. Actually I think this is better, as soon as you imbue an item with a property the durability goes up to 255. Powder of fortification is honestly too few and far between now and on some servers, people are trying to sell for half a million per. So this proposed change would actually make trying to make that nice item worth it. You dont know how many things I have used powder on, imbued, tried to enhance only to have a catastrophic fail. Its super expensive and super irritating.

Which leads me to my final change proposed to ALL crafting...

EA, you are hereby forbidden to use the word (or any likeness of) "but" in anything with crafting. When you see the word 'but' it is always something rather stupid and annoying.
I wouldn't mind Imbued items jumping to 255 durability automatically. Reason being is I've already had the misfortune of making a very nice weapon only to realize "Doh! I didn't PoF it first".

All most all non-imbued weaps can be PoFed back to 255 after they drop. Wouldn't hurt my feelings to get a 1 time 255 shot out of imbued items for free.
 
C

Coragin

Guest
Why would I not want dmg inc? Well you get 5 properties, I already have 100 dmg inc with items, another 40%+ fromm a weapon is not needed. But back on to the 5 properties. I am building a weapons cache for my whammys that are slayer specific to the creatures I am fighting. Peerless and champs. Having dmg inc as a useless property it well useless. Considering I am usually adding the following properties to my weapons

1. Slayer type
2. Hit Stamina Leech
3. Hit Mana Leech
4. Hit lower Attack
5. Hit Life Leech
6. Taking off one of the above and adding in 30% SSI

This is all being done on 100% dmg weapons, poison, fire, cold, energy. Each weapon is specific to the champ/peerless I intend to fight and what is needed. For example Mephitis, 100% cold, 30% SSI, Spider Slayer, HSL, HLL, HLA

And got HLD on my head at 30%

If I could take off dmg increase I would not need to remove one of those properties.

And that is why I do not want dmg inc.
 

Silverbird

Slightly Crazed
Stratics Veteran
Stratics Legend
This is all being done on 100% dmg weapons, poison, fire, cold, energy. Each weapon is specific to the champ/peerless I intend to fight and what is needed. For example Mephitis, 100% cold, 30% SSI, Spider Slayer, HSL, HLL, HLA

...

If I could take off dmg increase I would not need to remove one of those properties.
You would. Even without counting intensitys into. Elemental damage split always counts as 100% property. Further it is one of the few propertys that cant be imbued. So for your anti-mephitus-weapon your at 6 propertys with some having weighting above 1.0/100% weighted intensity.
 

aarons6

Certifiable
Stratics Veteran
Stratics Legend
id really love to see imbued items getting a durability bonus..
actually items in general should.. my legend tailor with gm arms lore makes leather items with only 35 durability :(

items should be at minimum 150 durability when made exceptional with gm arms lore..
imbued items should go straight to 255..
 

rareitem

Journeyman
Stratics Veteran
Stratics Legend
Why the hell dont you just ask for GM powers and craft whatever you want with hundreds of properties, or wait wait, ask just for a personal SERVER for you ........... so you can change the game the way you want....... and you can play with your friends and ban bad people form server....an.... and ..........
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
You're doing better than I if you're only losing a point every 4-5 repairs. Even at 120s, I am guarenteed a durability point loss every time I repair anything. So yes, I agree repairs are way broken. Further, whoever decided to increase durability loss in combat with pub 60 needs a trip to the woodshed. This one also needs another looksee.



This one I'm in favor of also. Mr. Tact did us a disservice on the way out with this change. As the items were already in game, all it did was screw future generations.
There's no reason at all that a person with 120 smithing a 29 or 30 normal tally & a +60 hammer should ever fail a repair under 50 pts. Thats plain ridiculous that the best smiths in the world can't repair anything successfully. We ALL know its ridiculous. I already know from debating you can always make an argument for either side of any situation.
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
Why the hell dont you just ask for GM powers and craft whatever you want with hundreds of properties, or wait wait, ask just for a personal SERVER for you ........... so you can change the game the way you want....... and you can play with your friends and ban bad people form server....an.... and ..........
People used to have their own servers...
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
id really love to see imbued items getting a durability bonus..
actually items in general should.. my legend tailor with gm arms lore makes leather items with only 35 durability :(

items should be at minimum 150 durability when made exceptional with gm arms lore..
imbued items should go straight to 255..
I agree with that. No reason imbued stuff couldn't go straight to 255.
 
H

Harb

Guest
You're doing better than I if you're only losing a point every 4-5 repairs. Even at 120s, I am guarenteed a durability point loss every time I repair anything. So yes, I agree repairs are way broken. Further, whoever decided to increase durability loss in combat with pub 60 needs a trip to the woodshed. This one also needs another looksee.
There's no reason at all that a person with 120 smithing a 29 or 30 normal tally & a +60 hammer should ever fail a repair under 50 pts. Thats plain ridiculous that the best smiths in the world can't repair anything successfully. We ALL know its ridiculous. I already know from debating you can always make an argument for either side of any situation.
Oh we're on the same side of this one my friend :) It's boken and needs a fixin!
 
M

mjolnir131

Guest
yea that ele damage as a property needs to go away like yesterday

prices for the ingredients are not really the issue, it's the fact what you can make is just so ... mediocre. but yea ingredient prices are way over inflated for the return of a mediorce item
 
M

mjolnir131

Guest
Why the hell dont you just ask for GM powers and craft whatever you want with hundreds of properties, or wait wait, ask just for a personal SERVER for you ........... so you can change the game the way you want....... and you can play with your friends and ban bad people form server....an.... and ..........
And this is how you can tell that imbue is weak and needs a bump when somebody has to jump to a spooky extream to make a point.

Nobody is saying drop all caps what i am saying is right now how imbue was presented and what it was suppose to do is very very short of that goal.

to make it near what it is suppose to be and not overpowered max weight needs to be 625 or there abouts i like the total remove a prop idea and ele damage is not a prop. maybe weight rings a bit heaverier not to much but a bit

with no disresect becouse we are all humans behind the screen, but it appears alot of the play testers judged on how it would effect them and not how it filled the target it was designed to fill
 
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