Consider the following:
A "smithed" item is nothing more than a quested item which:
1) Has a readily obtainable quest container
2) Requires a considerable amount of "back work", on par with faction work for many quests, to have a *chance* of completing the quest successfully.
3) Requires "quest drops" from zones that are usually only readily obtainable by a character who is beyond using the "reward".
4) The item is almost always tradable.
Given those facts, compare the quest mace from Natimbi:
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Mace of Focused Flame
LORE ITEM MAGIC ITEM NO DROP
Slot: PRIMARY SECONDARY
Weight: 0.0 Size: MEDIUM
Damage: 14 Delay: 23
Str: +7 Dex: +5 Wis: +3 Int: +3 Disease Resist: +5 Cold Resist: +3 Poison Resist: +5 HP: +50 Mana: +30 End: +30
Classes: Beastlord Ranger Paladin Shadowknight Bard Monk Rogue Warrior
Races: All Races
Slot 1: Type 7
Effect: Bolt of Flame
Type: Combat
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...with one of the best smithed weapons for most classes in the same zone:
Pale Velium Short Sword
MAGIC ITEM
Weight: 2.0 Size: MEDIUM
Slot: PRIMARY SECONDARY
Damage: 10 Delay: 22
Str: +8 Wis: +8 Int: +8 Agi: +8 Fire Resist: +6 Cold Resist: +6 Magic Resist: +6
Classes: Ranger Paladin Shadowknight Bard Rogue Warrior
Races: All Races
Slot 1: Type 4
Slot 2: Type 7
-----------------------------------------------------
These both require drops of about the same rarity/difficulty. The smithed weapon is tradable, but also costs an additional ~600p to make, plus there's a chance of failure, effectively increasing the "average" difficulty of the drops for the "quest", and you had to work pretty hard (or spend a lot of money) to get to a skill level where you could do the quest.
First thought that comes to mind is what?
-----------------------------------------------------
I propose the following solution to this imbalance:
* If the NODROP flag is the "issue" behind the low stats of the smithed item (which is FAR harder to obtain on average) then....
Add three new augment slot types for Smithed Gear ONLY.
Type 9: Stat augments for tradeskill armor/weapons.
Type 10: Weapon damage augment for smithed weapons.
Type 11: Weapon proc augment for smithed weapons.
1) Make the augments NODROP, and reasonably spendy, AP-wise.
2) Make the augments a bit superior to the other augments at LDoN camps, or mildly raise the stats of basic smithed items everywhere. (Make a +3 damage augment for 1H, 16+ delay smithed weapons for 1150AP, for example, a 15 AC augment chest/legs/arms, a +10 Sta and +40 hp aug for smithed gear, a 250 point proc for 1150AP, etc.)
...voila. Problem solved.
A "smithed" item is nothing more than a quested item which:
1) Has a readily obtainable quest container
2) Requires a considerable amount of "back work", on par with faction work for many quests, to have a *chance* of completing the quest successfully.
3) Requires "quest drops" from zones that are usually only readily obtainable by a character who is beyond using the "reward".
4) The item is almost always tradable.
Given those facts, compare the quest mace from Natimbi:
-----------------------------------------------------
Mace of Focused Flame
LORE ITEM MAGIC ITEM NO DROP
Slot: PRIMARY SECONDARY
Weight: 0.0 Size: MEDIUM
Damage: 14 Delay: 23
Str: +7 Dex: +5 Wis: +3 Int: +3 Disease Resist: +5 Cold Resist: +3 Poison Resist: +5 HP: +50 Mana: +30 End: +30
Classes: Beastlord Ranger Paladin Shadowknight Bard Monk Rogue Warrior
Races: All Races
Slot 1: Type 7
Effect: Bolt of Flame
Type: Combat
-----------------------------------------------------
...with one of the best smithed weapons for most classes in the same zone:
Pale Velium Short Sword
MAGIC ITEM
Weight: 2.0 Size: MEDIUM
Slot: PRIMARY SECONDARY
Damage: 10 Delay: 22
Str: +8 Wis: +8 Int: +8 Agi: +8 Fire Resist: +6 Cold Resist: +6 Magic Resist: +6
Classes: Ranger Paladin Shadowknight Bard Rogue Warrior
Races: All Races
Slot 1: Type 4
Slot 2: Type 7
-----------------------------------------------------
These both require drops of about the same rarity/difficulty. The smithed weapon is tradable, but also costs an additional ~600p to make, plus there's a chance of failure, effectively increasing the "average" difficulty of the drops for the "quest", and you had to work pretty hard (or spend a lot of money) to get to a skill level where you could do the quest.
First thought that comes to mind is what?
-----------------------------------------------------
I propose the following solution to this imbalance:
* If the NODROP flag is the "issue" behind the low stats of the smithed item (which is FAR harder to obtain on average) then....
Add three new augment slot types for Smithed Gear ONLY.
Type 9: Stat augments for tradeskill armor/weapons.
Type 10: Weapon damage augment for smithed weapons.
Type 11: Weapon proc augment for smithed weapons.
1) Make the augments NODROP, and reasonably spendy, AP-wise.
2) Make the augments a bit superior to the other augments at LDoN camps, or mildly raise the stats of basic smithed items everywhere. (Make a +3 damage augment for 1H, 16+ delay smithed weapons for 1150AP, for example, a 15 AC augment chest/legs/arms, a +10 Sta and +40 hp aug for smithed gear, a 250 point proc for 1150AP, etc.)
...voila. Problem solved.
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