Pretty sure this has been brought up many many times, and talked to death LAUGHING OUT LOUD LIKE A MORON
I feel there needs to be some major changes to crafting. Other than the whole "Mythic" thing, there are very few uses for crafting. Arrows can be crafted (big use for people who play Rangers) Bandages can be cut (but require no skill and only get you to level 10 tailoring max (not that i'm complaining about that)) Enchanting has surprised me with how useful the items you can make are, big ++ on the changes to that, and alchemy is useful for everyone... but weaponsmith? armoursmith? woodcraft (outside of furniture for houses) Outside of wasting hours away grinding through dungeons, the ONLY way (to my knowledge) to get a weapon or armour tinted and +'d is to either find the EXACT item through grinding, or find several items made of the same material with the + you want and deconstruct them. So... the 100+ items you craft with armourcrafting, the 100+ weapons from weaponcrafting, the bundle of items from woodcrafting, all to get the skills to max, are completely and utterly useless. drop on the ground, and wait 15 minutes so they can disappear. I'm not saying bring back old enchanting, but I think there should be a way to enchant low level weapons and armour. I see no mention of a way to do it in the manual (at least not in the more obvious places where it should be)
Ideas:
Bring back a portion of the old enchanting, only the part of placing a fire opal on a piece of field plate and a dull red soul shard on top and shift u an enchanting wand on it to bump it to a field plate of + 1. Limit the strength of the items you can enchant. + 1-3 weapons, +1-2 armour, + 1-10 dex/str/int, + 7 vig, + 1-2 NV/MR. This would allow people to actually use the smithing skills and crafting skills to make items and then enchant them. It would bring more reason for people to take a second from hunting in dungeons 24/7 to actually step back and craft something that might replace what they are already using. This would not be overpowering, since the level restriction for all these items would be underneathe 50. I realize that there is a Wand of Amplification, but that wand requires a + to be on the item already before it can be enhanced. Only way to enhance weapons is through fointains and no way to enhance anything else, and the Wand of Amplification requires lv 100 enchanting, which a low level cannot achieve without someone giving them all the brilliant shards, thus making crafting low level gear impossible for low levels.
Another Idea would be to create a new skill (probably not enthused about the idea of it) that would allow players to enchant gear even more, say weapons +1-5, armour +1-3, stats +1-15(or 20) vigour +1-10, MR + 1-2, NV +1-3. This would allow for lower levels to enchant the gear they would need, may not even require soul shards but some other material, such as possibly a whet stone for enhancing weapons by + 1 (given proper level of new skill) whet stones can be crafted through tinkering (giving tinkering a slightly new use) and whet stones could be 1 time use items. Just a thought, someone could come up with better.
On another note, Have you ever noticed the amount of players that are upset "UGH! I just found a Silver Claymore + 8. Worthless!" or possibly finding an Addled Longbow + 6? The only weapon tints you see people running around with are vampyric or addy. possibly blackrock, copper or diamond, but not as frequently. Vampyric is the strongest tint of all and as such is practically the only tint people want. Perhaps altering properties of the tints, to try and balance them could help.
Ideas:
Copper
Now - 20% lighter, 10% faster, 10% more def/damage
New - 25% lighter, 15% faster, 15% more defense/damage
Silver
Now - partially reflects damage from undead, 2x damage vs undead and werewolves.
New - greater reflection of damage from both undead and hellspawn, 2x damage vs undead, werewolves, and hellspawn. (Would make silver MUCH more useful, but would not do 2x damage vs shadow monsters and blood monsters, this would prevent it from being overpowered)
Gold
Now - adds + 1 NV, armour has + 10% defense (gold is a weaker metal?)
New - adds + 1-2 NV based on level req of the stat attached to it (ie: if level req to wield is 75+, you receive + 2 NV.) and possibly other benefits? hard to think of some for gold other than increased value when selling to merchants (but that just makes people want to get rid of gold faster)
Steel
Now - 15% more defense
New - Steel weapons as well, 15% more damage and 15% more defense (should come up with new perk as well because blackrock is essentially just stronger steel, making people prefer blackrock to steel at all times. Thought about 2x durability if weapon/armour decay was still in the game with repairs being needed occasionally)
Venomous
Now - poisons the target.
New - Severity of the poison based on the + of the weapon. (IE: damage per second from a + 1 weapon could be 1-2 damage per second to monsters, while + 8 venomous weapon may apply 15-25 poison damage per second. I found venomous weapons near useless when fighting higher monsters)
Blackrock
Now - 20% more damage, 25% more defense
New - 25% more damage/defense I don't think this one needs to be altered much. It's not over powered but it's still a favorite. The extra 5% dmg is to increase it's damage over suggested addy (unless a new buff wants to be added alongside the bonus to def/dmg to augment it's use over other tints)
Boiled Leather
Now - 20% better defense (doesn't say 20% lighter but i believe since it's leather copper it would have the lighter bonus, and very well may)
New - 20% better defense, 20% lighter, +% better odds to dodge (given it's lightweight allows for better movement while wearing (benefits rogues who from what I understand are the only ones who's class is tailored to wear leather.)
Studded Leather
Now - 30% more defense
New 30% more defense, chance to reflect damage (from studs) and perhaps -% chance to dodge (to counter the defense and damage reflection and since it's not as lightweight as boiled or normal)
Mithril
I honestly have little to say about this tint, I just made a dwarf and I'm working on trying to get him mithril armour to see how well it works, but that's when I came across the problem of not being able to enchant the armour pieces at all. From what I'm reading, it seems the same as crystal mixed with blackrock and it seems very well suited.
Adamantium
Now - 50% more defense, 25% more dmg 10% more AS
New -
Armours 30% more defense, 2x as heavy in weight, 2x penalty to speed (perhaps another penalty? higher levels won't suffer the weight and might not suffer movement penalty as much as intended. Addy should be seen as a burden if it'll have the biggest defenive bonus to counteract it.
Weapons 15% more damage 10% more AS, slower attack speed (+15%?), 2x weight
Addy is the most overpowered tint. Double the defense of blackrock when the only buff blackrock and steel get is + defense, this makes blackrock and steel armour completely useless in the long run. Weapons doing more damage than blackrock and providing the same bonus of diamond, what's the point of either of those tints then? I think it should be cut back to give other tints a chance to make an appearance in players' wishlists.
Addled
Now - 15% more damage, chance to confuse target
New - 15% more damage, better chance to confuse target? (It's not as useful as other tints but I don't know how to keep to the Addled idea and improve this very much.)
Barbed
No need to change. Seems to be a favorite but is not over powered, there's no damage bonus, just the bleeding which while it may not do much damage to higher targets (compared to your attacking it in general) the bleeding effect is invaluable when fighting monsters that heal.
Crystal
Not too overpowered, MR bonus is fair, highly sought after for it's bonus of giving defense while giving MR at same time, but the no defense bonus keeps it from being too powerful.
Diamond
Now - 10% more AS, staves give spells better chance to break MR
New - 15% more AS, 10% more damage (diamond being the toughest stone and all), staves give spells better chance to break MR
Glass
I don't really know how to improve on this one, I honestly save every single glass weapon I find and never use because I consider it very valuable if I need to kill something major... but when fighting something major I never bother pulling it out, I just keep trying to kill it myself (forgetting about glass or just not wanting to waste it at all) But I hardly consider this a tinted weapon because of it's 1 time use, it's not as if anyone is going to make a glass weapon their main choice when going into battle.
Runed
Now - 33% increased rage generation
New - 33% increased rage generation, reapply the improved chance to land critical strikes
Vampyric
Another HIGHLY overpowered and the most powerful weapon tint.
Now - steals portion of targets health and channels it to user
New - less life steal % (i'm not sure what the % is atm but IE: 10% life steal, drop to 5%) less damage equal to what life steal % is or more (IE: 15% life steal, 15% less damage or if life steal is only 5%, still keep 15% less damage)
Would take vampyric weapons down a notch and may make players think twice about choosing it over everything else, they would get the life steal, but be dealing less damage and therefore less life steal. they may decide to switch to another tint that does more damage and kills faster, so they're taking less damage and have no need for life steal.
Bone
This is a tint? unless it's refering to the Bone Ring + 2 NV quest reward (Which was my favorite ring to wield only becaues it says "Bone" just like the new glass ring is my NEW favorite ring
These are just ideas that I believe would help balance the use of the different tints.
Any other ideas or critiques?