I would like to revive the discussion about the following game mechanics that I think would improve the overall experience of the game. I think in the excitement of all the new content after SA launched, imbuing, and classic shard discussion, a lot of issues I and I'm sure others feel are important have been left by the wayside. Time to revive those dead horses! That's right, I'm an Equestrian Necromancer.
1) Differences in Armor - Even if it's something like varying the maximum amount of various types of resists a type of armor can have (Or maximum amount possible with Imbuing), there should really be some differentiation. Right now, there is no reason to ever wear anything metal (Other than to look AWESOME of course..) - All you do is lose a property slot if you want to make it medible. Make your choices matter again.
2) Melee attacks should not take mana - they should take Stamina. That way, in combination with the above changes, melee characters or dexxers can focus on Str and Dex instead of Int if they want to be pure warriors. It just flat out makes more sense. Why on earth does the technique of swinging a sword have anything to do with magic anyway? Am I casting a spell to have a ghost swing my arm for me?
3) New abilities. This might work well in concert with point 2 - If you come up with abilities that use Stamina instead of Mana, you could even leave the current ones alone and are free to try some new ideas. I always wanted to see shield attacks based on the size of the shield, or abilities that not only require certain weapons, but skill specializations. Like an ability that's only available if you have GM (Natural) or better in Swords , and GM or better in Tactics. Or even cross-specialization with weapons, if you have GM wrestling and GM Sword, you could have an attack that has a chance to stun and or disarm (Grab their weapon [Wrestling], and hit them with the hilt of your sword [Swordsmanship]).
Really, any change to these three particular game mechanics would be welcome. But above all, it would provide more incentive to have particular skill combinations that promote diversity and uniqueness, without losing effectiveness.
Discuss!
1) Differences in Armor - Even if it's something like varying the maximum amount of various types of resists a type of armor can have (Or maximum amount possible with Imbuing), there should really be some differentiation. Right now, there is no reason to ever wear anything metal (Other than to look AWESOME of course..) - All you do is lose a property slot if you want to make it medible. Make your choices matter again.
2) Melee attacks should not take mana - they should take Stamina. That way, in combination with the above changes, melee characters or dexxers can focus on Str and Dex instead of Int if they want to be pure warriors. It just flat out makes more sense. Why on earth does the technique of swinging a sword have anything to do with magic anyway? Am I casting a spell to have a ghost swing my arm for me?
3) New abilities. This might work well in concert with point 2 - If you come up with abilities that use Stamina instead of Mana, you could even leave the current ones alone and are free to try some new ideas. I always wanted to see shield attacks based on the size of the shield, or abilities that not only require certain weapons, but skill specializations. Like an ability that's only available if you have GM (Natural) or better in Swords , and GM or better in Tactics. Or even cross-specialization with weapons, if you have GM wrestling and GM Sword, you could have an attack that has a chance to stun and or disarm (Grab their weapon [Wrestling], and hit them with the hilt of your sword [Swordsmanship]).
Really, any change to these three particular game mechanics would be welcome. But above all, it would provide more incentive to have particular skill combinations that promote diversity and uniqueness, without losing effectiveness.
Discuss!
