Dark-Avenger wrote:
Take for example those newbie necklaces from Exile. They offer an elite refresh script at level 1. These items are so elite that even grandmaster characters run around with two of them
Please allow me to present both sides of the argument here. I am not taking either side, because both sides are valid.
I am curious if Dulrik is aware of its existence; as far as I understand, one of the objectives of making melee combat cost PE was to encourage players to make better choices with their skills, and to evaluate and employ different moods in combat. These necklaces pretty much remedied that concern mostly.
However, I do recall that a while ago on the forums, the staff asked what can be done to help the players to find more interest in leveling, and while perhaps this particular solution may be slightly over the top, it does create a desirable effect for lowbies to get a pair of them to level. They do make a huge difference.
In this particular case, in my humble opinion, I think a 'middle ground' could be considered. A quest or two might be implemented to be associated with this necklace, because it is after all powerful; that and some limits ought to be put in for this, such as a possibility that it is only to work on characters up to a certain status only, and that each person may only wear one.
That way they will remain useful tools for eager players to level up their new characters, which we are grateful for their creation, at the same time not to be used by the whole populous because they are simply so convenient otherwise. As a side note, if possible, please implement the same quest/item into every starting area.
(edit: Going on the same concept, I wonder if a similar item may be created to energise, too. At the end of the quest, player may choose to take the refresh amulet or the energise amulet, of course, these would have to only work up to a certain status. Oh, huh? What did you say, Dark-Avenger? No? That would be too OP????)