Limits on what you can craft based on skillI think that all your time and effort spent into leveling a crafting skill should be rewarded by being able to make more powerful items. The higher the skill, the better the item.
Using crafting items to their maximum potential (Potion and Poison-Making)Some herbs have both positive and negative effects. Elfroot should not only be used to make health potions; the negative properties of the plant could also be used in poisons when mixed with other reagents.
Repurposing 'junk' items and old equipment
We should be able to take 'junk' items (like in DA2) and equipment that we don't use anymore and repurpose them.
Let's say you pick up a Cracked Wooden Shield; we should be given the
ability to take some Silverite and repair it. Or an old staff could be
wittled down a bit and fitted with a gem.Not only would the staff do more damage but (depending on what kind of gem you attach to it) it could also give you more damage percentage to your spells (eg: +5% fire damage with a ruby).
The ability to upgrade an item (runes)I like the use of runes in the DA games (both for weapons AND armor).But, I would like to be able to unequip them and reattach the runes to other pieces of equipment.We should still have to see Sandal or a Tranquil to attach them.
Limits on what you can craft based on classAll job classes should be allowed to craft weapons and armor but this ability should be restricted based on their job class.
For example:
- A Mage can make staves,swords and cloth or light armor but they can't make heavy armor.
Why? Because a Mage can be an Arcane Warrior. Therefore,a Mage should be able to craft those pieces if they choose to learn the skill to make them.
- A Mage should be able to enchant any piece of equipment.
- Rogues and Warriors can make all weapons (except for staves), shields and any type of armor.
The ability to tailor the way an item works (stats)
The amount/percentage of stats that are added to items should be based off of the level of the characters crafting skill. Example:
Novice level = +5 physical damage added
Journeyman level = +10 physical damage added
The number of stat boosts/effects a character can apply to a piece of equipment during crafting should depend on their job class level. (Note: This should be independant of the effects of runes that are equipped.)
For example:
Level 1-5; 1 stat effect
Level 5-10; 2 stat effects
Level 10-15; 3 stat effects
etc.
The ability to tailor the way an item looks (visual)Again, 'junk' items and unused equipment could be used to embellish armor and weapons and boost stats in the process.A wolf pelt could be added to pauldrons,used as a cap, or fashioned into a belt.A gem could be taken from a ring and applied to a sword.Antlers could be applied to a helmet.
The ability to buy crafting materialsWe should be able to buy materials from shops AND find them in loot and in our travels. But, not all crafting supplies should be that easy to come by.
Rare/powerful items should only be obtained through quests and travels. (eg: Dragon's Teeth, Raw Lyrium etc.)
Randomizing the process (so you aren't guarenteed to always craft exactly the same thing; stats/visual variable etc)This would be a nice feature to add.
A Rogue's idea of what a sword should look like can differ from that of a Warrior or Mage.
A Warrior could add one more point of defense to a shield they're crafting while a Rogue could add more +Dexterity points to their dagger, etc.
Some pieces of equipment should have unique namesI always like to find rare items in loot that have a unique name and background story.
Modifié par Alyka, 29 août 2012 - 04:56 .