Kruell wrote:Ideally you want an even distribution of classes to types of armor but that isn't required. Spreading out who can use light/heavy helms to coincide with armor groupings for more divergence is also an idea. This would be my choice even though it isn't even.
Heavy: Cav, Guard
Medium: Elder, Minstrel, Stalker, Zerker
Light: Brigand, Ninja, Priest, Slayer
Cloth: Chanter, DM
The main issue with trying to have an even spread is who gets the boost to Heavy armor without overpowering them? If I had to spread them out evenly though right now I think I'd go the following way.
Heavy: Cav, Guard, Zerker (ling zerker op with 25 agi dodge too?)
Medium: Elder, Minstrel, Stalker
Light: Brigand, Ninja, Slayer
Cloth: Chanter, DM, Priest (possibly boost their aegis though)
I like the idea of armors that have different bonuses or abilities. Have an armor that is -2 on comparable but give a bonus to MR. A lower AC shield that gives a bonus to shield bash damage. There are plenty of possibilities but it all requires some major coding changes. I'm not sure as to how much work would be needed and too much could detract from other things needing done.
While I do like set bonuses, I'm not to thrilled with having them in Ember. Having spent a decade playing warcraft, I can say that sets are a great motivator to get people out and running. This isn't warcraft though and we won't have increases in levels every 2 years requiring new sets. If this was done I'd suggest the bonuses be mild. For instance, equipping a set worn by a Cavalier ends up giving you -5 AC (or more) but you gain bonus damage reduction or extra shield bash. Working out equivalent set armor for every class would be difficult and the bonuses would need to be hard capped. This is probably worth discussion since it could add flavor but I'm hesitant to support it due to the extra complications it could bring in.
Despite what people say, zerkers only get a -1.5agi decrease to DODGE only, and not attack. They aren't garbage dodgers, they just are a bit weaker. If you pick HO though you'll for sure have low dodge, (17.5 right?) and that makes it hard for them. That being said I think they'd be in a good spot with heavy armor though. I don't think they are so powered in PVP because of how they work and they cannot just 'get rage' everytime. it has to be built up and if you miss, it resets. Often does in PVP.
I don't think priests need to be changed, they were already changed and IMO if they are to op you just adjust aegis.
Heavy: Cav, Guard, Zerker (possibly zerker here)
Medium: Elder, Minstrel, Stalker
Light: Brigand, Ninja, Priest
Cloth: Chanter, DM, Slayer
Would be where I think it should be and probably is the most minimal changes but makes it still work. Brigs, Slayers would need adjusting, zerkers you just tell em to farm. Slayers is a debate though and depends on how they are changed.
Armor sets and the like are neat ideas though. I’d like to eventually have that. For bonuses though I don’t know if the prefix suffix thing will be too much on top with specific armor bonuses too. I intended on armor having a prefix or suffix sometimes . Think like Diablo. Atm it was going to be all suffix and prefix can be added to all ac but if you change certain classes, for example slayers to cloth, and make the armor types not all medium armor classes you could have specific prefix or suffix bonuses based on the armor type. Cloth could have spell bonuses, a light haste, etc. heavy could have additional armor, thorn armor, things like that. Not sure about that but I think the prefix suffix thing is enough to make a lot of interesting armors without adding tons of armors