Jack_Reacher
Legacy Supporter 7
- Joined
- Feb 4, 2011
It's currently in discussion in Balance - but I don't mind adding it here as well.I've heard rumors about a new Enchanting experience system, and a new "vanilla enchant effects to Heroes enchant effects" mapping. Could we discuss this before it's implemented?
Kainzo
That is a concern, for sure.Is there any concern that this might "flood the market" with enchanted items?
I also thought "Well this could work if there was a reagent cost". But then ... you're just adding a cost back into it, and you're at the same point you were with exp. I really like the fact that you can't just be rich and buy all the enchants you want. It takes exp, and the only way to get exp is to mine. Essentially, it costs time. Time can almost always translate into money in Herocraft, but money can't necessarily translate back into time. The time cost for enchants makes them higher value, and I personally think that makes it more hardcore.Well there are other ways to balance out the flood of items. For example, creating a reagent cost to produce a certain enchantment will make sure they sustain value.
This will make Enchanter both less dynamic and less unique.more dynamic, unique enchanting class.
A cooldown could work with the whole "time cost" thing. However, I prefer the current mechanic, because I think mining is more interesting and profitable than just standing at an enchantment table all day. I think if you realized the potential of Enchanter, you would not hesitate to try it.I never really liked Enchanter and never even bothered to try it, because I knew it would be constant leveling to get enchanted items (which werent really useful before), and you would never really have mastered the class. By removing the exp cost, it actually looks like a profession I would use, but to balance it, maybe add a cooldown to enchanting? Like, you can enchant an item every 1 minute.
This will make Enchanter both less dynamic and less unique.
Dynamic means changing. Making enchants not cost exp will cause the enchanter to just sit at max lvl, and they won't ever have to take change into account. They won't have to manage their formerly ever-changing level.
Currently, Enchanter is very unique because it is the only profession that has to continually level. If you make them sit at max level, like all other professions, they will become less unique.
I like this about the current Enchanter. Making good enchants so readily available would flood the market, and then enchants wouldn't be worth anything anymore. I still think Enchanters are a very unique class right now due to the fact that they have to manage their exp.Right now, an enchanter has to ask himself/herself if it is worth it to offer/sell an enchant when he or she will have to later mine a solid amount to make up for the loss of exp. They also might choose not to enchant at all until they reach a certain level or get that title at 60.
I like this about the current Enchanter. Making good enchants so readily available would flood the market, and then enchants wouldn't be worth anything anymore. I still think Enchanters are a very unique class right now due to the fact that they have to manage their exp.
When good enchants are rare (currently this is due to the exp cost), you actually have to think about what you're doing when you enchant. You have to care about your awesome armor you made. This makes the game more hardcore and more enjoyable in my opinion.
I agree that it makes more sense to have an Enchanter level by enchanting. My only concern is that good enchants would be cheapened since everyone would have them. As you mentioned, and as we have been discussing, cooldowns, reagents, or a combination of both would NEED to be implemented to make sure this doesn't happen.It's not by design to have a master of enchants to level by mining. The system in place is a byproduct.
I think adding reagents to enchants or even a cooldown would be neat. We're trying to make the professions more unique and less "this is how you level over and over again"