Armorsmith Archive
Thread: Armorsmith Revisions
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built2shred
Sun Sep 18, 2005 3:21 pm
#1
I've been a armorsmith for awhile and hated the changes after the CU, they dumb down the armor crafting so muchthat you could hire a ewok to do it for you.
Anyways I just picked up weaponsmith and I have to say it is a lot more fun because of the many options in making a weapon. I wish the Dev's would make armor crafting more similar to weaponsmith. Here's what I suggest
Remove the bonuses from Recon and Assault, just have all armor start out as0 across the board. Let armorsmith with there layers and resources and loot drops (make some new loot drops to enhance armor protection) determine the strength of the armor. So what if someone can cap out BH armor with 8k energy, by making assault armor cap at 6k energy your just forcing people to use there 2nd profession to get recon or battle armor with higher energy caps, so your not acheiving anything except keep BH's from wearing BH armor.
These would be the lines I would like to see armorsmith be able to experiment on
Protection
Condition
Hinderence
So instead of having hinderence mitigation as you acheive skill boxs, let the armorsmith determine how much hinderence there armor has. Let us choose between if armor has high hinderence and high protection or low hinderence and low protection. Lets make the armorsmith profession fun again. I mean without super doc buffs its not like we can over come hinderence like we did Pre-CU
If your affraid we will exceed the design limits like the armorsmith's did pre-cu then put caps on how strong armor can get, just make sure the caps are set high enough that you need special loots to hit them.
Just my opinion on the subject...
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