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I haven't thought about this question from this point of view. It is undoubtedly logical at first glance, but this idea should not deny the possibility of expanding the creation capabilities to at least the basic items (found through exploration) function, for example, the ability of "Dwarwen Hammer"- "Push back" or the type of attack "Heavy charge strike" which has a minimum of 5 weapons.
For all the time playing with the new game mechanics, I have never created low-level equipment. I just didn't see the point in this, since it's quite difficult to get Binding Essense on the first turns, and by the time I got equipment that could be disenchanted, I just used it or created a higher tier. If there was an opportunity, I would prefer to create a low-tier weapon with "Heavy charge strike" earlier than to save up for a high tier. But unfortunately there was no such opportunity.
As soon as I heard about the introduction of crafting mechanics, I sincerely expected that I would be given the opportunity to create truly great weapons that terrify my enemies and give confidence in the protection of my allies.
The ability to create some omnipotent artifacts protecting no worse than Fangirls Defender, or carrying destruction no less than Godbreaker with Yaka's Fury.
I was hoping to equip my Godir with unique items suitable specifically for them, like the same Fangir or Melenis.
I'm sad, because now all my heroes either go with high-tier items found through exploration (or farming enemy heroes (ಥ﹏ಥ)) as before, or with the IV rank items created by me, which felt not like an artificial equipment, but simply like the largest stone screwed to the longest and thickest stick that my subjects could only find.
There are traits available if you want more found loot to help equip your heroes(if that is a focus). Otherwise you have the item forge to add a bit of utility and improve their performance.
If the item forge is "too good", such traits has far less value.
That said, it is strange if not a single forged item can give Heavy Charge. Then again, it is usually not that difficult to get 3-4 of such items "the normal way".
I can understand the desire to keep the player interested in items that were not created using item forge. But I can't accept that this justifies the incompleteness of item forge.
Between maintaining interest in finding Non Item Forge (NoIf) artifacts, and the inability to create weapons with the traits you want, the mechanics of reforging or re-enchantment could be a compromise. To create an item that suits you, you would need to get its basic version in one way or another and remove unnecessary features, replacing them with the necessary ones.
For example, it would be possible to make some skins or item types available only to certain cultures or books. In general, it's strange that only reaver uses Magelock Rifle, but everyone can create them.
Enchantments become available as magical materials are captured, but all types of weapons and most skins are available to all cultures. It would be more interesting to have unique skins and weapon features obtained for pantheon points, for belonging to a culture and possibly for studying Tomes. This would allow for a much deeper inten- tration of the Item Forge mechanics into the gameplay. Players would be able not only to create their own civilization, as they can now, but also equip their heroes with the most suitable equipment, while not killing interest in finding unique equipment, and trading with other factions.