Weaponsmith Archive
Thread: Non-ws disgruntled at the state of the WS prof.
Summerflame wrote:
Muzz wrote:
At what stage would the bio-link on the ADK be enforced? If it's at the point it's claimed as a reward then what would a crafter use it on? And if it's at first use then that won't stop them being sold.
I would suggest biolinking at first use. I know they could still be sold, but once they were on a weapon that weapon couldnt be sold or traded and then when people changed template that weapon woulkd leave circulation (either by being destroyed so the ADK could be used again for the new weapon or by sitting on a shelve collecting dust).
That way the weapon would be back on the marked and the person who in the system we have now would buy from a combattant(his old weapon with adk) would instead go to us. Giving the business back to the crafters
I know it wouldnt be as good as having the wepaons decay, but I dont htink that is an option as it would upset way to many people. Biolinking is a good compromise IMO (though we still need to get more variety in choice of weaponry aswell)
Muzz wrote:
Although decay reduction as in idea is unlikely to ever make it to live I don't see how bio-linking will mean the players will then have to get new weapons when they change prof. Don't they do that anyway?
Yes they do, but they will usually try to sell the weapon on or just exchange it for an unused adkthus the weapon stay in circulation lowering the need for more weapons of that type. with biolink these weapons would leave circulation forever.
but yeah youre probably right there would be an outcry, but I feel biolinking would be a good compromise between crafters wanting the ADK completely removed and combattants wanting it to stay ingame as it is.
There's zero chance of them removing it, and I don't want it completely removed. That leaves bio-linking, making them single useor changing to decay reduction, and I don't seeany of those as a popular option.
Perhaps making more weapons viable for usage is the wayto go. Enhancing elemental would help, but ideally i'd like to see a return to having more damage types and different resists for different critters. But again, I fear there's zero chance.
well.....
I wonder how the devs failed to see below 2 points:
-when it comes to WEAPONS, the only real overpowered weapons were ALL lootdrops.
-it might be a BAD idea to instate caps, and at the same time increase the stats and droprateon weaponsloot (pre-curb 100+ tissue was pretty rare....now it's used for grinding weapons... and we have 180's -0.8s speed -8 sac cells and casings
)
food for though: it took the armoursmiths a LONG time pre-curbto make the overpowered 67% base armour which could be sliced up to 90%, but how long did it take for the first double capped weapons to show up after the curb?
the devs missed the ball BIGTIME when it comes to WS, and AS though itneeded a nerf, now is the most boring crafting prof imo....and there's only a marginal difference between 10 and 12pt armour crafters in the new system (though exp points got more important for WS)