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[Suggestion] The Future (Evolution) of gear sets. (part 1)
Problems:
- Large amount of sets in game.
- The will to wear and test almost all of them, play with their bonuses.
How to solve:
- Make all sets as collectibles.
- Special gear inventory (wardrobe? maybe it could become new home interactible special gear-only storage).
We need to think about evolution of "gear set" concepts...
Current state of gear sets:
- obtain N pieces and wear them to get some bonuses. There is no attention to certain gear piece. Just obtain ANY pieces.
- Also, remember that all gear stats are equal (for ex: all light shoulders of certain quality/trait have the same armor value)
Concept of "new sets":
- Remove the term "set gear".
- Lets think abstractly. Imagine we have new special "dynamic bonuses" window. That window have 3 slots.
- Imagine we select 1-st bonus. Let it be "Old-Spell-Power-Cure-Set-Bonus".
- After selecting, we are able to adjust bonus power (slider gui control?). From 2 to 5 (to simulate "old" set bonuses).
- Selecting bonus power = 2 or 3, gives us "+1096 Max MP". power = 4 gives (+129 SP) and power = 5 gives final SPC set bonus.
- The same procedure goes for 2-nd and 3-rd bonus slots.
- Main rule: the sum of bonus powers shouldn't exceed 12.
- Upgrading the bonus will become - collecting "the collectibles". No need to farm the gear as before, each time we need it.
- It is very easy to use that bonuses. Just select them and thats all. All you need is to unlock them and upgrade.
What to do with old items?:
PS: I wrote this post in notepad++, using tabs to indent blocks and it looked cool. But this forum dont understand tabs (or spaces as indent tool). So i decided to use unordered lists as indent tool.
Edited by Maggi12 on September 5, 2019 12:09PM