kuba wrote:Here's my stance on equipment--
I liked how simple items were before all the prefix and suffix attributes were added (of leeching energy blahblah) to xenimus. It just became too much when combined with propping items.
I would prefer to stick to a system like old xenimus (regular items + props) and give items innate abilities according to their class (fire/lightning/mystic/spirit). For example lightning items could have innate's of +14% lightning dmg and 5% chance of shock (hit deals 1.5x or 2x dmg). An example for the spirit mace with a system like this could be +10% on heals and a +5% almus effect. Swords, Axes, and such could have different abilities that were more suited for the appropriate classes.
edit: *btw* we can use lightning, fire, mystic, spirit, etc. as item classes without worrying about copyrights (they're in just about every other rpg), certain items such as Lucrum Animus Staff and classes like Ominex and Dirus, however, would need to be renamed. When it comes to how items and spells work it's in my opinion keeping them similiar to oldschool xen is the best way to go.
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