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What else did imbuing kill?

  • Thread starter Bort of Atlantic
  • Start date
  • Watchers 3

KingHen

Seasoned Veteran
Stratics Veteran
Stratics Legend
.... and I had to take a few months to get my fisher to 120 (which included actually EARNING the scrolls).
Not to change the subject, but this is exactly what I am trying to do right now. It's slow and I get harassed by a certain guildie but I wanna get it by earning the scrolls. Maybe I like pain.

:gee:
 

KingHen

Seasoned Veteran
Stratics Veteran
Stratics Legend
Cool post with nice goodies.
NICE pulls! I still look for these items. I do have a 120 Imbuer and make things via special order. I won't deny it can be profitable, but I still look for extraordinary items that don't require special handling.

:thumbup:
 

Mirt

Certifiable
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
The crafted clean items generally let you have a higher imbuing property weight (500 instead of 450) and you can enhance clean items to make them better. I don't think imbuing killed anything really. Super runic items are still superior, but imbuing sure did give those of us on the poorer end of the spectrum a chance to compete a little.
 

LeBaiton

New Player Protector
Stratics Veteran
Stratics Legend
Right now, imbueing and PvM simply don't mix together well...

If they'd have implemented it where you could "transfer" a looted item's property onto another item it would've not only done all of the positive things people are describing above, but it would've kept PvM alive...

To quote Hell's Ironworks:
The way i figured imbuing before it was released was that you had to find a wep with a mod you want, for example a looted scepter with 40% hit lightning, then take that mod off the weapon ( destroying it ) and putting it on another. With a maximum of X amount of mods being able to put on a weapon.
It's still not too late to implement this, it can work fine next to the existing system where you use ingredients aswell to imbue an item. Just lower the droprate of ingredients and put this system in next to it, and loot sifting becomes viable again, thus giving PvM a second wind...

Just put yourself into a PvM'ers mindset for a moment. You know they do not only PvM for the thrill of the fight, they do it for the reward in the end aswell...
 

Obsidian

Crazed Zealot
Alumni
Stratics Veteran
Stratics Legend
Campaign Supporter
I love the current imbuing system and don't want to see it changed drastically. It allows you to run powerful suits without having to farm arties or burn runic endless hammers/sewing kits trying to get your resists and mods just right.

If I could change anything with imbuing, it would be the following:

1) Make it so you can imbue Clothing; Exceptional would be 40 intensity points, non-exceptional would be 30. This gives a lesser alternative to the super high end Crimson Cinctures, Tangles, Conjurer's Garbs, etc while creating a middle ground. Imbued cloth would have 125/125 durability.

2) Make it so you can imbue Artifact 11 items; max imbuing intensity 550 (to give them an advantage over just plain exceptional items).

3) Make it so you can imbue Talismans with 100 intensity to provide an alternative to Primer on Arms, Totem of the Void, etc, albeit not quiet as strong. Imbued Talismans would have 125/125 durability.
 
U

Ultimaholic

Guest
still need carpentry to make 6 mod woodland suits, still need tailoring/smith to enhance up, still need smith to enhance to get 100% elemental dmg, 500 weight weps. as for the one guy sitting at the bank waiting for someone to imbue, be self sufficient and make an imbuer.
Yea....cuz thats what brings a community together. :thumbsup:
 
E

Evlar

Guest
I did like the concept of trying to re-balance the game with Imbuing, but ultimately, it just became yet another mindless item chase/grind, which on the whole, was poorly implemented and remains largely unfinished and riddled with issues.

I'll still always prefer the simplicity of looted items and the more original crafting skills of a blacksmith, tailor, carpenter, etc...

Imbuing simply seemed to take an item based mess... and add yet more items... and mess.

As has often been the case, it was poorly implemented. Added on top of what was existing. For me, either you don't bother with the new and keep the existing, or you add the new and remove the old completely. Not some messed up halfway effort.
 
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