A simple suggestion: having anti-knight UV's (For LD use).
Why would this or wouldn't this be a good idea?
A simple suggestion: having anti-knight UV's (For LD use).
Why would this or wouldn't this be a good idea?
Because that weapons only will have PvP purpose, it doesn't work good
what's happen if one flourish/hammer user get "very high damage against knights", plus some asi? will be annoying
why not just link the damage family with the sets?
example:
beast damage can deal more damage against Vog-Skolver-Snarby-Drake set users
fiend damage can deal more damage against divine-chaos set users
undead damage against skelly-silvermail
slime damage against Mercurial-ice queen-jelly sets
...
but if the guy use mixed set, instead the damage increase by 7% each point, increase only 3.5%
and some neutral sets, like cobalt-almire-plate (yeah, the underpowered sets), will not have anything to raise the damage against them
.
anyway, was better wait for the gear balance before that
It's an UV, all weapon UVs can go from low to very high. Keep that in mind.
My suggestion is meant entirely for use in LD which isn't unreasonable because a ton of players spend most/all of their time there and would like some variety.
It's a Lockdown UV. People will have Very High within two weeks of the UV being released.
Also a few ragecrafters will be billionaires.
Ok.........cool? If a mercurial gets this, it will essentially become a shock skolver. No harm, no foul.
Also, I don't necessarily see this as being an overly expensive uv. It's just another way to achieve the same effect and validates a few of the other armors.
*Edit*: This might also knock down the price of some of the greater ASI uv's to something more agreeable.
And then LD started to look more like this player VH GF yay :D
I'm diggin' Zeyez's idea, it matchin' one I've had myself.
Vs Monster UVs are absolutely useless in Lockdown. Simply classify every set of armor as a monster type manually OR make a system that classifies them based on the materials used to make it.
Bam, Knight Damage Bonuses. Not as universal, but should an overall damage bonus be that easy to get? I THINK NOT. Think of the children! Of the BALANCE. OF WHAT THERE IS LEFT OF IT!
@alphastevo
that's the idea:
- asi UVs become more cheaper (because you can choice between damage or asi [for richs... both, but only against 2 familys])
- the family bonuses become more useful (beast damage on shadow weapons, slime damage on elemental ones...)
- defensive/underpowered sets become more useful (only generic bonus can deal more damage against them)
if the guy wanna get damage against everybody, will fall on one specific family (example: chaos-fiend, skolver-beast, "bomber-like"-gremlin...)
if want avoid "being part of one family", get plate (have piercing and elemental variants on this), cobalt and almirian (shadow)
but, before all, some sets need to be balanced, especially the defensive ones compared with offensive type
aaaaand the defensive trinkets against heart trinkets
.
ah, 2 things:
this idea is not mine, i just remember about it looking on suggestion forum
and people, come on, is Zeyez, not Zeyes >_>'
What if armors are classified as different monster families? Then I could have beast max and do more to Skolvers:D
That is the exact same thing me and Zeyez had mentioned.
Aaanyhow, making each material give value to a respective monster family should generate a diverse amount of family sets. A single material might count as more than one family, such as the Blue Shard, considering that both Construct and Gremlins drop it. More specific-family items, like Driftwoods or Dragon Scales, would only be tied to one family (Construct and Beast respectively.) What'll determine the family is what 'family' has the most points overall.
Looking at the Kat Claw Cowl, however, makes me realize that the cowl, though rather ghost-ly, has quite a few Fiend and Beast materials. SO, how materials are assigned points is dependant on how many monsters can drop it; Primal Ore, for example, is primarily dropped by Beasts, and sometimes(?) dropped by Rock Jellies. As such, it would give a good .8 points to Beasts, and a .2 to Slimes. Single-family monsters like the Kat Tribe Fetish would probably give 2 points towards it respective monster family.
The quantity of a material could play a factor into the decision process; I don't wanna say it should simply because it'd be easy for the shards needed for an item could easily overshadow the family-specific materials that are used to make them.
I DO NOT agree with the idea of Plate and Almire sets bein' neutral; Plate may very well be one of the few Construct gears we'd get. Almire seems perfect as an Undead candidate, too. Cobalt might also fall under Construct, but it's general all-purpose feel might be ruined by the inclusion of a construct UV. WHO KNOWS what should be done!
This would supplement these UVs as a Damage Bonus UV, without making them as easy to abuse; they're much too situational to be abuse, after all.
As interested as I am seeing an actual use for defensive armours, reserving them for only rich people who can afford Very High vs Knights on their weapons leaves a bad taste in my mouth.