Quote (GunslingerOfOld @ Aug 22 2020 04:36pm)
np.
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Newly added items for specific "Classes" & "Skills"
No i meant class specific items. such as a warlock only item. as well as new skill items.
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More specifics on "Weapon & Cast Charm Mastery"? I may have misread the idea here, because if you remove Mage / Warlock from Weapon Mastery, then you are negating the chance of better Hybrid type of builds... same goes for the Cast Charm Mastery, but the only one negated should be the Guardian. And, are these new Mastery(s) only applicable to the Amulets? I personally don't want them added to other items and reduce chances of better drops.
The only added mods being weapon masteries. These similiar to charm masteries we currently have. but few the mod changes to see other specific changes to these.
Amulets have their own pool of mods. Yes i am aware making a class specific item that doesnt allow for supporting all classes all the while considering an item for a specific class would hurt hybrid to some extent, but seriously are you not missing the point. How can you have class specific only to say it should be able to get everything. Be sides its only on the new amulet slots. Which are class specific. The amulets pulling from a pool of mods that would be traditional to that class. Some classes would be able to have hybrid stats such as rogue. but not warlock or alchemist.
classes being removed from these mods only affect amulets as they are class specific.
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Is this like "Enhanced Defense"? & why exclude Paladin & Guardian ... also, Shields should not be worn in conjunction with Heavy Weapons.
Personally i have always felt once we had stun mobs heavy weapons have been nerfed enough. the exclusion on guardian and pally is only to the - damage from shield use. if you use a shield you deal less damage. unless using guardian or pally. shields are like enhanced defense yes what do you think a shield is or should do at a minimum other than defense. the -damage is the damage your player deals to balance the increase in defense gained. this penalty is removed or weakened by playing a tank class. Play something specific as the class its designed around should be rewarding in that on its own.
taking a headhunter and casting on it, while possible, isnt even remotely something to be bothered with balancing if you are going to use something against design intent for your own reasons. if you want to ebb against the flow dont expect much support. unless im misunderstanding. which may be possble.
"Class specific items", assuming you are referring to "Abilities" (okay, got the general idea, so now to Amulet)
"Shield on Paladin does NOT reduce damage output" ... think I got the idea here.
Paladin Amulet example has +2 Revenge and some other mods (now add on the shield).
Now Paladin joins full group climb and chooses "Multistrike, Powerstrike and Dble Strike. (nice, 4 Abilities)
Uses EE Axe (or Battleaxe if allowed with Shield)
So the issue is this, do you get to have 4 abilities, or 3? i.e. you have to at least have 1 base point in Revenge to get the +2 from the amulet?
Maybe I misread it again.
As for adding in "Weapon Mastery" like "Heal Mastery" ... maybe, but definitely not casting charm mastery, just stick to the ones we have as you mentioned.
Kinda sidetracked atm, let me know if I got the gist of your idea now. Thanks.
This post was edited by izParagonzi on Aug 22 2020 02:58am