AtmaDarkwolf wrote: »And instead adding in 'unique bonuses' per item (IE each crafting location can make a single item with a unique bonus, instead of set items, they would instead exist as weaker versions but on single pieces, allowing someone to truly 'customize' their setup with 10+ 'much lesser' effects rather than 2-3 'big' effects.
I for one would much rather if the crafting/items ingame was more akin to previous es games and less like any other generic MMO.
AtmaDarkwolf wrote: »And instead adding in 'unique bonuses' per item (IE each crafting location can make a single item with a unique bonus, instead of set items, they would instead exist as weaker versions but on single pieces, allowing someone to truly 'customize' their setup with 10+ 'much lesser' effects rather than 2-3 'big' effects.
I for one would much rather if the crafting/items ingame was more akin to previous es games and less like any other generic MMO.
AtmaDarkwolf wrote: »And instead adding in 'unique bonuses' per item (IE each crafting location can make a single item with a unique bonus, instead of set items, they would instead exist as weaker versions but on single pieces, allowing someone to truly 'customize' their setup with 10+ 'much lesser' effects rather than 2-3 'big' effects.
I for one would much rather if the crafting/items ingame was more akin to previous es games and less like any other generic MMO.
it is a different approach but frankly i dont see it as better or worse or more intriguing or less.
its just a different scheme and could be better or worse than what we have now.
So, i would not suggest changing it. i see no definitive gains.
If we had more customization over what bonus gets applied to what crafted piece of armor, then I'd do nothing but deck out my character with armor stocked full of Crit Chance bonuses, and maybe supplemented with extra damage/regeneration. But Crit Chance is the biggy.
I could get behind that.