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Item crafting/enhancements? 
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Gnoll Commander

Joined: Thu Jun 04, 2015 12:09 pm
Posts: 71
The ability to combine items together a la Diablo II's Horadric Cube would be nice.

Marvel Heroes too has a crafting system, albeit basic, where you input 2 to 5 identical uniques in exchange for various rewards. You can get rune packs, credit packs, random class specific/non class specific uniques, relic packs, etc.

Additionally, affix ranges on items might be nice. It would add some longevity in the item hunting aspect of the game, and allow for potentially more powerful items across the board, since you'll be doubling up on the RNG, first to get the item to drop, second to roll well on each desirable affix.

I understand if you don't want the game to feel too samey to these action RPGs, but the format of the game itself is vastly different already. I think these are concepts that add some usefulness to excess items, may provide incentive for people to hoard/buy tabs/character slots for muling, and just increase game longevity in general.

I also understand if you don't want the game to have item systems that are too complex. The beauty of them however, is that they're relatively straightforward.

Runewords or some other enchanting system would be nice to turn your character into a god by the late stages of the game. Rare drops, special boss-only drops or some other kind of currency to apply to items to increase their power, would be nice.

If these would be implemented an item recycling system would be nice too, albeit at a steep loss. Grim Dawn for instance sacrifices the item itself or the enhancement in order to retrieve the opposite, so you can't just apply these benefits willy-nilly to every item.

In closing, more ways to garner power always feels nice.

These would probably be difficulty to implement, and you've probably already thought about similar systems already.


Last edited by Mordakanen on Mon Jun 08, 2015 5:28 pm, edited 1 time in total.



Mon Jun 08, 2015 5:27 pm
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Crafting and legendary items are both probable to appear in the game... not soon, but eventually.

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Mon Jun 08, 2015 5:28 pm
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Gnoll Commander

Joined: Thu Jun 04, 2015 12:09 pm
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Spiffy.


Mon Jun 08, 2015 6:29 pm
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Something like rune word/crafted items aren't out of the question, either.

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Mon Jun 08, 2015 6:35 pm
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Gnoll Commander

Joined: Thu Jun 04, 2015 12:09 pm
Posts: 71
Yeah, I think adding a use to lower rarity items too is a good idea. If not for their affixes, for their bases. That keeps things a lot more simplistic, and also increases the item hunt. Although, it can be a little tedious sorting through hordes of otherwise useless items. Perhaps advanced item filtering could help that, if you don't consider it too cheesy.

I like the idea of set items getting individual item completion bonuses too, that way you are forced to make a choice on which pieces of the set you want to wear. Accordingly you can place some of the best bonuses on highly competitive item slots in order to facilitate tough decision making that influence builds more dramatically. The implication being you might not always want/need to wear a full set.


Mon Jun 08, 2015 6:40 pm
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Goblin Warrior

Joined: Thu Jun 04, 2015 11:14 am
Posts: 124
That was what i was thinking in the toilet today!

A set of 5 items should have max amount of set bonuses at 2 or 3 stacks, either that or the sets should just be smaller.. This way we would have about 4 or so full sets of ourselves and be able to change into better sets quite easily. Also the customization wouldn't hurt ^^

Another way to do this would be to have a gradually decreasing set bonuses, so at 3 stacks you get very tiny bonus, like 3% magic dmg. So combining sets would be preferable unless you're a pure build and need those exact tiny stats.


And item enchance system can be very easily made, just enhance any item with a random property, this adds a hell a lot of longevity to the game, as you'd have to find lots of items to get the best one that you really want :3


Mon Jun 08, 2015 7:45 pm
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