TOPIC: Gear Transmog
POSTED BY: Aldegar
POSTED ON: Feb 4, 02:49:04 AM
VIEWS: 58
As we all know, getting high/max stat gear can be difficult. But what if there was a way to make it easier and more achievable?
I present: Gear Transmog! The way it works is simple - take any two pieces of armour in the same slot (i.e. two helmets) and allow the player to pay a fee (whether that be infusion mats or AC) to modify an armour piece's stats (1 per transaction). For example, let's say I have a helmet with a 143% atk, but a 137% def. If a have a second helmet with 141% def, I can then "consume" the second armour piece to use its 141% def on my first helmet with 143% atk. However, instead of going straight to 141% defense, it takes the average of the two stats (rounded up) - in this case, the average of 137 and 141 is 139% defense. This means that you still have to invest a lot of memories and materials/AC to obtain max-statted gear, but it is much more feasible than before.
Some ideas to consider:
1) Make each Transmog progressively more expensive for each duplicate stat you enhance (as an example, let's say it costs 25 AC for the first Transmog in a stat, but every following transaction will cost more for that stat).
2) Lock-out gear that has been Transmogrified from being eligible for gear cloning.
3) As an alternative to #2, make it so Transmogrified gear that was cloned cannot be sold in Hero Shops (whether it is the original or not). Both this and #2 help to prevent powercreep for players who have not reached AP.
Please leave your feedback/suggestions, I'd love to hear them!
POSTED BY: Aldegar
POSTED ON: Feb 4, 02:49:04 AM
VIEWS: 58
As we all know, getting high/max stat gear can be difficult. But what if there was a way to make it easier and more achievable?
I present: Gear Transmog! The way it works is simple - take any two pieces of armour in the same slot (i.e. two helmets) and allow the player to pay a fee (whether that be infusion mats or AC) to modify an armour piece's stats (1 per transaction). For example, let's say I have a helmet with a 143% atk, but a 137% def. If a have a second helmet with 141% def, I can then "consume" the second armour piece to use its 141% def on my first helmet with 143% atk. However, instead of going straight to 141% defense, it takes the average of the two stats (rounded up) - in this case, the average of 137 and 141 is 139% defense. This means that you still have to invest a lot of memories and materials/AC to obtain max-statted gear, but it is much more feasible than before.
Some ideas to consider:
1) Make each Transmog progressively more expensive for each duplicate stat you enhance (as an example, let's say it costs 25 AC for the first Transmog in a stat, but every following transaction will cost more for that stat).
2) Lock-out gear that has been Transmogrified from being eligible for gear cloning.
3) As an alternative to #2, make it so Transmogrified gear that was cloned cannot be sold in Hero Shops (whether it is the original or not). Both this and #2 help to prevent powercreep for players who have not reached AP.
Please leave your feedback/suggestions, I'd love to hear them!
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