Achernar wrote:
I like making limits to enchants of five per item. After that the first one drops off or nothing happens.
Trust me, this is not the way to go. Five enchantments per item allows for a total of 96 enchants -at best,- and that's barring stat mods, hp mods, me mods... add to this that enchantments are random and putting five enchantments as a limit on items would probably put the final nail in SK's coffin as far as PvP goes.
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Are there better ways it could work? Yes. Is it of critical importance in the realm of gameplay? Not critical.
I could not disagree more. With the enchant system the way that it is, nearly half of the entire game's focus (PvP) is in the tubes. If you don't see this, then I beg of you to create a character that tries to PvP, and see just how "fun" it is to spend hours upon hours enchanting just to die once, or to just go with minimal enchants and then get put to sleep by a staff. Fixing the mechanics of PvP preparation is one of the most critical things in the entire game: Far more important than putting in a new race or cabal in, in my opinion.
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Personally, I'd like to see some way of slowing down combat generally and limits on weapon enchantments would seem to be one way to do this.
Melee characters risk more in PvP (Being on the front row is much more dangerous than the back), and melee combat has already been slowed down enough.
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The biggest obstacle to changing armor enchantments is finding a system which is the most rewarding for the lowest cost that isn't completely negating the effectiveness of spellcasters. Making enchanting easier and more straightforward reduces the effectiveness of casters. Enchanting right now is something that requires a little bit too much tactical focus for my taste. If it were not random, it would also feel like less of a grind... It shouldn't feel like a struggle to just make use of one part of the game because its too easy to take that same use too far.
This is the core of my argument: Please give me a scenario in which my change reduces the effectiveness of casters too much: Keep in mind that it will -not- be any easier to create a suit that resists all three saves as well as having MP, so most players will always have a chink in their armor.
Sorcerors: They have access to all three saves for spells: Charm person for will, color spray/acid blast for reflex, and petrification for fortitude. In addition to all this, they have charmed NPCs to do physical damage for them, and access to wands, staves, and scrolls, not to mention the all-too-often ignored dispel magic. Sorcerors can handle having to think a bit more about their tactics, they -are- sorcerors, after all, not barbarians.
Warlocks: Warlocks have always sucked against prepared opponents, but reflex is still going to be one of the hardest enchantments to achieve. They still have magma spray (Which ignores MP) and lightning bolt, which does veritable single target damage. Coupled with chain lightning, cone of cold, and fireball, and a warlock is still very scary against anyone that doesn't have Resist elements/shield, and they still have wands, staves, are excellent healers, and have a big elemental.
Priests: Faerie fire and harm pierce through MP pretty effectively, and there's no save for harm: It always hurts. Besides, it's obvious that priests aren't a weak class: SK is practically bursting at the seams with them.
Necromancers: Sure, you can stack fort and will against a necro, but that doesn't mean jack crap against 10+ furied, hasted, giant strength, equipped wraiths. Necromancers are completely overpowered and should be, just because you can resist a few more maledictions that no necro ever casts means nothing.
My point is this: PvP is -not fun-, because in order to even have the chance to succeed, you have to spend hours enchanting a suit. Then, if you choke when the time to PvP actually comes, you have to start OVER nine times out of ten. This is half of the reason for the gap between new players and veterans, and also the reason why people quit playing on account of a lack of time available.