(edited by Swagg.9236)
[PvX] A New Armor Stat Paradigm
By adding active-trigger, rune-like bonuses to stats and then limiting the amount of armor pieces that actually grant stats, we can preserve horizontal progression. Mixing and matching the rune-like bonuses of a complete trinket set along with large amounts of fixed stats, players can fiddle around with new utility and raw stat combinations in both PvE and PvP.
Very interesting, a normalisation of stat construction between all game types is something I’m very interested in. Will have to think on all of this.
But have you thought of keeping the 6 trinkets and allowing runes to be slotted in. This could allow use of the existing Rune system and allow players to equip two complete sets.
But have you thought of keeping the 6 trinkets and allowing runes to be slotted in. This could allow use of the existing Rune system and allow players to equip two complete sets.
I actually didn’t think about that at all. That could actually be pretty cool, I suppose. I mean, my goal with this suggestion was to introduce something completely new for armor in general that would present players with options of mixing and matching stat triads. By making the slot options open for only runes and orbs, that would take away from the idea of mixing and matching stat triads based on the lesser jewel bonuses.
Moreover, we would have to worry about the trouble of balancing how double rune sets would interact. Even though that making lesser jewel stat bonuses would effectively be more work, it would open up to players a new dimension for stat customization without compromising the other stat-related systems that are already in place. Furthermore, it would be a new opportunity to introduce new play-styles and skill rotations into the game based on how the lesser jewel bonuses are triggered. Like I said, the triggers for some of the lesser jewel bonuses could be things that are actually clutch such as combo’ing with a certain type of combo field or successfully evading an attack.