Awesome idea and a new difficulty for it

Discussion in 'Creative Corner' started by Phyrix, Oct 31, 2019.

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  1. Phyrix

    Phyrix Count Count

    Well I was logged in to dso when I was thinking what could be new in the game for players?
    And then it hit me, how about the ability to add a unique line from 1 unique item to another
    So example Q4 weapon could have the bloodrune unique line
    q4 belt could have its own unique line and get the belt of zeal bonus
    Herald gloves could get the unique line from dragan gloves
    dragan boots could have lapiz lazuli boots added as a bonus.
    the list is endless
    Now for this to be feasible there is a few things that needs to be taken into consideration.
    Firstly this will make all difficulties we currently have obsolete, so a new difficulty that is 3 times harder than inf6 would have to be implemented
    example mythic difficulty or epic difficulty
    also the core for these transfers can only be farmed on that difficulty.
    Next up if you add a unique line to an item you only transfer the unique line but the set bonuses from the one that gets sacrificed does not get transferred too.

    Share your feedback :D
    3 people already think its an OP idea
     
    DreamWill and Javah like this.
  2. TwiliShadow

    TwiliShadow Count Count

    This is an absolutely TERRIBLE idea.

    How much is BP paying you??? Cause nobody is going to be able to afford to stay in the game with this idea.
     
  3. sargon234

    sargon234 Commander of the Forum

    ah yes, let's destroy the game even further with such ridicolous ideas, what could possibly go wrong?
     
  4. Phyrix

    Phyrix Count Count

    I dont get paid xD
    Its not just about stats, it gives freedom to players, theres 100s of ways this could be utilized, there is ofc a best option but, theres many similar options too
    EDIT:
    Also this does not mean these difficulties have to be applied to events or anything, just a dungeon that has its own core that allows you to do these thingsMaybe implement it in parallel world?
     
    Last edited: Oct 31, 2019
  5. ΣMiwel

    ΣMiwel Forum Ambassador

    They should remove the infernals and squish the tiers... then a single infernal mode without its tier could be added to parallel worlds and events with increased progress drops etc. If they did this correctly, I'd trust in them to make such a thing. Yeah, then they could add a "Mythical" mode on top of the infernal with the additional core (and no tier of course).

    However... I don't believe it has a point. Unique items would stop being unique. I think that rather everything should get an interesting (read: special and not only flat state buff) bonus (eg. the Q4 belt you mentioned should get one on top of the crit and resistances).

    Regarding transfer from a unique to a different unique or legendary item retrieval (reverse pristine crafting), I'd say that it's not needed either and simply the crafting should be easier and steadier.

    No to the suggestion from me, either way.
     
  6. Phyrix

    Phyrix Count Count

    Actually mailed bp today asking for core needed increase to be 25 per tier and reverting giving 3 items back
    also mailed them this whole github of a guy that spent 5 years working on nebula 3 his results seems well documented too, some of the things he was unable to sort since he was a sole developer, imagine bp found him back in 2014
    he even attempted to make it a native windows installation aka not temp making it steam viable
     
  7. Javah

    Javah Forum Veteran

    The fact to be tied to an archaic and under developed engine is the main reason why they can't boost this game anymore: lost its founders, lost the ability of creating wonders on it, lost the possibility to make it grow.

    That said, I like the idea to move unique lines here and there, jejejejeeee.... let's add a bit of variety to this dying contraption :D

    I would also propose to introduce a system to move in the same way the base stat lines among the items :rolleyes:
     
    Last edited: Nov 1, 2019
    gbit and Phyrix like this.
  8. NotWhoYouExpected

    NotWhoYouExpected Forum Apprentice

    I'm liking and disliking the idea at the same time. It has a nice basis but it cant be implemented in the game as of right now imo. Maybe a hard nerf to everything(including items and difficulties) and then some reworking here and there(you know what set I'm talking about) could set the foundation for a better game with more variety. My main problem with the idea is that even tho it would be fun to mix and match the items and the sets to find out what's fun, the hardcore players will still go for the most damage and average players like me will become obsolete. Imagine throwing Dragan damage to everything and the 60k damage that is "needed" to find a group will look more like 600k damage. Don't know about you but that's not a future I'd like to see just yet:rolleyes:.

    I like the infernal system tbh. Its probably just me and I'm in no way saying that it's as it should be right now, but the game needs to keep up with the ever-growing power of the players. With some tweaks, it could become a much better experience. Something more like * insert the successful dungeon crawler's name here, which is probably getting another sequel. What's up with that:D*.

    Also, I kinda disagree with your second point. I mean you are right, no two ways about that, but if you think about it the game is all about mixing and matching sets instead of uniques. Uniques lose their reception if they don't belong in a set anymore. But that's just my opinion. I'm probably wrong:confused:.
     
  9. Phyrix

    Phyrix Count Count

    Well think about it like this, bear in mind that if you only add dragan weapon damage to other items you lose 22% weapon damage
    so instead you will have to add uniques to the dragan set as is so that you can keep those set bonuses
    but now you need for example still the witch seeker set for its bonuses but you can add belt of zeal to witch seeker strap and gain that bonus
    maybe add mortis amulet to q9 or vise versa.
    you can add the gwenfara shield to cube shield and still have full cube set :D
    then only add sargon mace to cube mace :D
    imo I am not too sure that bloodrune should have that line if this is possible, but then if this was possible instead add 100% idoti like they did with that temporary nerf?
    then add q9 amulet to cube amulet
    add ring of zeal or nooo add tear holder to cube ring
    then its up to you
    sargon adornment to cube adornment or adding magotina adornment to cube adornment
    or hey
    add magotina to kera adornment
    add cloak of heroes to magotina cloak or herald cloak :D
    imagine this
    adding premium hammer to q7
    or adding premium staff to q4 :O
    or adding q4 to bloodrune :O
    or adding q4 to that new polar bear weapon
    thing is though to keep set bonuses you will have to keep your sets and add other uniques to them
    but it opens so much
    you could add anniversary pouldrons to witch seeker
    or add those beast pouldrons to q5
    So you see it makes things kind of complicated for players too
    they will have to see if bloodrune added to q7 outperforms premium weapon added to q7
    because for dks thats 50% cdr on the thing that feeds q7 buff
    then they would have to find out if 50% bleed damage is more OP than halving a buff they cdr with their main attack in anyways
    but theres other things too
    example adding justice to cube shield if you decide to opt for mortis set
    :O adding mortis ring to tear holder :O
    but yes it opens so many builds
    mega damage builds, tankey damage builds, damaging tank builds.
    Picture this, a mage buying the gnob items for cube set?
    4x poison buster pieces might actually be OP if you added bloodrune to poison buster.
    Just an opinion but they should have added this instead of platinum lines.
    they did that we would never have needed r220 or maybe if there was no plat lines this would have worked for the game as it is now.
    either way, I just like the idea thats all, it adds flavor to our soup :D
    EDIT:
    Maybe inheriting set bonuses could work too xD
    example crafting 5x dark pieces to your armor side
    or crafting the set from the pw merchant to your armor side xD
    or crafting dragon ashe to your stuff xD
     
    Last edited: Nov 1, 2019
    NotWhoYouExpected likes this.
  10. TwiliShadow

    TwiliShadow Count Count

    I still don't like your idea.

    However, now as I look at the various uniques and "uniques in sets", there is a serious imbalance going on.
    How many "Unique Values" and "Set bonus'" you get are all over the board. Examples:

    Khalys' Dark Betrayal:
    • 2 items, 2 unique values per item, 3 set unique bonus (with 2) == 7 unique value items for 2 items worn
    Witch Seeker Gear:
    • 4 items, 0 unique valves per item, 1 for (2) / 2 for (3) / 3 for (4) set bonus == 3 unique values if you wear all 4 (or none if have 1)
    Bearach's Untamed Might:
    • 2 items, 2 unique values per item, 3 set unique bonus (with 2) == 7 unique value items for 2 items worn
    Dragan's Rageful Armor:
    • 4 items, 1 unique value per item, 1 for (2) / 4 for (3/4) set bonus == 7 unique value items for 3 items worn, 8 for 4 worn
    Medusa's Persistent Vengeance (seriously bad spelling on the part of the programmers):
    • 2 items, 2 unique values per item, 3 set unique bonus (with 2) == 7 unique value items for 2 items worn

    How many "Unique Values" for stand along items are seriously missing:

    Artaya's Ring of Life: 1 unique for 1 item
    Cloak of the Undefeatables: 1 unique for 1 item
    Guenfara's Ghostly Shroud: 2 unique for 1 item

    See what I mean?? All over the place. You want to make diversity, then here's what you do:
    • Unique in set: Has 2 Unique values, and bonus for multiple pieces worn.
    • Unique (no set): Has 3 Unique values.
    This will make the stand alone uniques have worthiness against set uniques and bring build diversities.

    Example: My build currently has 25 Unique Values/Bonus' from the following pieces:
    Dragan x3, Bearach x2, Artaya's x1, Witch Seeker x1, Medusa x1, Gwenfara's x1, Tenebrous Spider x2, Sigrismar x1. (12 items).

    Now if I could get 11 items with 3 uniques values each, that would be 33 unique values. That would be competitive with a set build.

    .

    Note: I'm trying to get Sigrismar's Eternal Grasp, at which time the adornment will change and so will the spider boots (to much better dragan boots). ... been trying, but it's been out of my grasp for 8 to 10 months (or more).... and they claim there's better unique drops .... well, I'm not seeing it. Lots of garbage unique drops good for only melting, but none of what I'm looking for...
    Grasping the Grasp, would change me from 25 to 29 unique values.
     
  11. Phyrix

    Phyrix Count Count

    Yes yes like the new joke of an item like legend for dks?
    the corresponding uniques for the other classes are just as worthless.
    It is kind of pointless for a unique to have unique values if the unique values are crap to begin with anyways.
     
  12. trakilaki

    trakilaki Living Forum Legend

    I don't see it happening with unique items ... but it could be done with mounts.
    That way I could finally craft my epic sparkling road-horse

    [​IMG]
     
    rcch and Akageshi like this.
  13. KingsGambit

    KingsGambit Forum Expert

    Terrible, OP idea. Would destroy viability of many uniques and balance.

    What could you done instead is somehow add possibility of extra unique value based on item type + soul cores (so they make more sense). Maybe with t8 items so for example unique + t8 legendary same type + x soul cores + x item type cores = 1 extra rng unique properity based on the item type pool with standard enchantment type deviation. Each slot has 3 or 4 possible unique enchantments similiar to normal enchantment pool.

    Edit. Of course 1 off so unique stays unique at least in terms of inability to shuffle it's type and value.
     
    Last edited: Nov 4, 2019
  14. Phyrix

    Phyrix Count Count

    which would just be another stack layer leaving q7 as king of the ring
     
  15. KingsGambit

    KingsGambit Forum Expert

    Well q7 is always king of the hill for rangers and nothing you can do against it. For mages it's never such so only 2 classes are left where you can make the difference.

    I'm just writing some alternative idea, not that i'm great fan of, as yours is simply inachieveable in current state of the game. No offence but there is literally zero chance that your proposition could be implemented. Sure would be fun and more things to grind for but sadly nope.

    However idea of doing sth with unique properities is interesting so maybe with some heavy rebuild you can find decent idea. Just nothing as op and balance breaking as above. Theoretically best would be if you could somehow manipulate unique properities only on weaker items.

    Just another thought fodder - what if you could transfer enchantments into unique properities slot instead of normal enchantments thus leaving those untransferable either in hard way or just moving them to the unique properities and new ones as we have now? First restriction: such transfer also erases set bonuses for that particular item (is not counted towards the set). Second restriction: value of transfered enchantments into unique slot is halved. EDIT: Halved is too much - maybe 2/3?
    Could anything similar work?
     
    Last edited: Nov 4, 2019
  16. Phyrix

    Phyrix Count Count

    example adds 30% bleed damage if you transfer bearach to q7 instead of 50%
    and 30% cooldown on groundbreaker from prem wep to q7 instead of 50%
    that could work
    and bloodrune 60% weapon damage as long as your hp is higher than 33%
    ya not bad
    Anyways I did propose to make items +12 too as this would only affect the unique lines in that proposal a few months ago but it got a no no.
     
  17. KingsGambit

    KingsGambit Forum Expert

    +x on items as in many other rpg won't work in DSO. Too much stat inflation, no in-game trade which usually allows more flexibility with this mechanic, none mechanics that support idea. Anyway - copycating from mmorpg's it's bad idea in general as this is other genre. I know most playerbase won't agree :D but if some copycating than should be done from other hack'n'slashes like poe for example. Similar envoirment is very important when copycating.

    This idea with unique extra properities based on particular item aka upgrading unique properities is not bad however involves hell lot of work as every single item has to be changed and it's gradual with every new item coming into the game. It has some nice flavor but is slightly unambitious tbh as it's just flat equipment improvement without changing any in-game balances, mechanics or improving resourcefulness of players. Just extra content for grind without possibilities. Not bad per se but nothing to be excited with + lot of work that's why i suggested sth based on item class.

    However ideally I would rather prefer sth that is 1 go to implement so is based on mechanics more and would allow some fresh look for gears at general. DSO has issue that quite number of content is "blank" - activating that sort of content is just double income so that's the direction i'm looking towards. My second idea basically makes ready build enchantments possible transfer into unique properities with some penalty - does anybody look at or know what are basic enchantments right now? It's opening totally different direction and activating sth that is totally "blank" for game content. It's stable once implemented and doesn't involve any sort of work after. I'm not advocating it right now - though with some polishing i feel it might be not bad at all :p - , just using as example what sort of implementation would be the healthiest for DSO.