GearRight now, I think the gear by itself is fairly balanced. Maybe the legendaries should be given more importance.. But there is nothing utterly wrong with that.
However, the three biggest problems in my opinion is twofold:
- You pretty much need to socket all your gear with %DR skull, and then with health/missile reflection/dmg skull
- You need to enchant all your gear with a particular character (I think Boris is the optimal enchanter in 99% of the use cases..)
- You can equip lvl 100 gear on a lvl 1 character by abusing the stat condition
Problem 1 : Farming skullsYou have to farm a lot before you're able to get enough skulls. Which can take a significant long and boring time.
I will describe here all the solutions that I have thought in order for it to become less painful
Solution 1 - Change the skulls to have very unique effectsInstead of a plain 5% DR, you would get for example "5% chance to summon <random> on hit" (<random> being
rolled on the item generation)
Instead of damage reflection, you would get maybe a slight chance to increase damage reflecting enemies (again, which one would be selected at random when you roll the gem)
Maybe there's some other mechanisms that would be cool to look at.
The problem though with extra summons, is that you have to design a new spell for each summon, and also
you can have balance/cluttering issues..
It's kind of the same argument that I was stating in the above post. It would be nice to get new complicated
effects on the gems, but it would take a lot of time.
Solution 2 - Make all the skulls available to a merchant in Mapworks lvl 100If the gems are all available in an end-game merchant, then there would be no more tedious farming involved :-)
You would just have to get enough gold to buy them. Of course, only the end-game skulls would be on that merchant, and this merchant would only appear on Mapworks lvl 100+ (so maybe NG+ or NG++ ?) so that the
player has no access to it while leveling.
Problem 2 : EnchantingI think the same solution could be applied - make all the enchanters available in Mapwork lvl 100+.
This way, you don't have to look after them in each and every dungeon.
The ideal solution would be to transform the enchanters into quest guys - you encounter them in Mapwork only
if you have met them in a lvl 100+ dungeon. But I have no idea how to do that, for two reasons:
- How to make so that a guy is both a quest guy and an enchanter ? (maybe by having two copies of the same guy, with only one being visible at a time ?)
- How to trigger something based on the lvl of the dungeon ?
Also, I don't really know how the enchanter thing has been designed to be honest. It only appears in some dungeons, so do they have a list somewhere of dungeons where it spawns, or did they just
**** it, meaning I would have to modify each and every dungeon to insert my special conditions ?
Problem 3 : Overleveled gearJust today I met a guy in multiplayer who was breezing Frosted Hills with a lvl 8 character. No wonder why, he had a full lvl 100 gear by abusing the stat mechanism..
The simple adjustment that would disallow this, would be to change :
Strength 80 or lvl 100to
(Strength 80 and lvl 95) or lvl 100This way, the stat cap still has a sense (since you would be able to equip weapons/gear of 5 more lvl than you), but you would not be able to abuse it.
The question I have though, is that I don't know if this is part of the engine or the item. Is it possible to change the boolean formula within GUTS ?
Problem 4 : On the topic of Boris..I can't remember how game breaking Boris is. It sure allows your gear to be much much more powerful.
I would not want to nerf him, because maybe you actually need him to go to the very high NGs.
But maybe it should be restricted to only lvl 100 characters. I don't know.
I remember having times where a lvl 50 guys with full Boris was literally breezing on a lvl 55 area, but this was so long ago..