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  1. #1
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    Default Gear switching and healing amp display

    1. As everyone who has ever played this game knows, quite often you need different items equipped for different scenarios. In some cases such as UMDing higher tier scrolls/wands multiple pieces of gear need to be switched one by one then switched back afterwards, in other cases people have to analyse many variables such as hp values, incoming healing and incoming damage and want to swap between full dps gear and survival gear. This is needlessly time consuming and can seriously interrupt the flow of the game but can be fixed with armour sets, just like we have weapon sets already (Yes I know this has been suggested before). You'd add gear to each set by simply dragging and dropping it on just like a weapon set, and that item would be assigned to the appropriate slot in the set. If a second item of a particular type was dropped onto the set it would simply override the first item. Rings of course would have two slots in the set, the devs would need to come up with some process regarding overriding ring slots.

    Seeing as I can't see anyone having a need for twenty weapon set slots, I propose replacing the bottom row of them with armour set slots. I've created a sample to show what it could look like:



    Of course people may forget what is in each armour set so will hover over them to get a visual representation. Realistically many people won't have the screen space for each item to be displayed like they are in weapon sets so I propose something like the below, but more in tune with the ddo display style (this is just a quick rough draft):



    2. Healing amplification is an incredibly important stat yet it is still not visually represented anywhere for us to see, which really I think there is no excuse for. It should be an easy fix to add it to the character sheet:




    3. Armour appearance kits. There are a LOT of great looking randomly generated armours in the game, but 99% of the time no one at end game can wear them without gimping themselves because obviously named armours far outclass them. For example, I've literally had a set of armour in my bank for about 3 years because I love the way it looks (pictures below) but I've never actually used it because it sucks. I propose adding an "Armour appearance elixir" to the store for twice the price of standard armour appearance kits. When put into the stone of change with a set of armour, the armour is destroyed and you receive an "Essence of armour appearance" that can be used just like a store bought appearance kit, to make your chosen armour look just like the one you destroyed.

    Last edited by Codect; 02-04-2013 at 07:16 PM.

  2. #2
    Blogger and Hatchery Hero
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    /signed.

    both of these are pretty cool ideas

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  3. #3
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    Long overdue bump! Hopefully actually catch a devs eye.

    Also added a 3rd suggestion.

  4. #4
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    /signed

    nice ideas

  5. #5
    Community Member Vellrad's Avatar
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    Default

    Healing amp should be listed near HP, mouse over just like spell power.
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  6. #6
    Community Member Cyiwin's Avatar
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    /signed

    I especially like your first 2 suggestions and the work you put into your post is admirable.

  7. #7
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    I would only support 1) if there was only one, MAYBE two slots for "gear sets". If you didnt put an armor in a gearset, you could instant swap. While I support the ability to drop back into your "base" predefined gear layout, for purposes of unequipping clickies, etc., I think having multiple gearsets that can be instantly swapped in combat lends itself too much to doing a "pants dance" where you swap out gear several times within a fight....put on the "spell pants" and take out the caster, then put on the "tank pants" to take out melee, etc. etc. Fire pants for fire elementals, acid pants for trog casters, Deathblock for beholders, and so on.

    For casters, you could swap out elemental gear between spells to gain the benefit of everything. Acid pants, Black Dragon Bolt, Fire pants, Firewall, Cold Pants, Otiluke's, etc.

    Is it currently possible? Yes, but so onerous that its impractical. This would let people realistically do it, which means people WILL do it, which means things must eventually be balanced assuming that playstyle, which means eventually people will HAVE to do it to stay balanced since it confers such a short-term advantage.

  8. #8
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    Eh, I'd honestly rather see 'gear swapping' go away and people having to relatively stick with their character the way it is. 'Run what ya brung' as they say. Aside from swapping weapons, and maybe accessories, the constant strip tease is a little ridiculous.

    Even if not working towards 'gear swapping' going away, at the least I'm not in favor of facilitating full gear set swaps...unless it takes a good 20s or so and is interruptible. In addition, all those items should take up inventory space and not be in some abstract 'gear swap' space somewhere.

    Healing Amp stats would be nice.

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