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Profession Stat Boosts


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#1 Lortamus

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Posted 07 June 2014 - 20:33

Not sure if this has been brought up before, searched the forums and can't find anything.

 

I like the professions on here, but I feel that you could be rewarded with ability/talent points for ranking up in different professions. if these rewards were random then that would make each character totally unique. For instance lets say for each 5 Profession levels, you gain a random number of points ( between 1 and 3) in a random ability. Sometimes this would be a big advantage to your character , other times not so much but overall your character would become stronger. You could also add 1 talent point every 5 or 10 levels in a profession. This would lead to a greater variety of character builds with different strengths and weaknesses. 

 

Just an idea I had while growing crops, would be interested to see others views on this. 



#2 ernzor

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Posted 07 June 2014 - 23:24

Only if retro active ;)

And also if not overpowered...

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#3 HolyGhost

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Posted 08 June 2014 - 00:50

some sort of profession talent system should be in place, eg every 5 levels in 1 proffesion gives 1 talent point to that profession or group of them and they do things like reduce craft time, chance at double items (not rares) etc



#4 ernzor

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Posted 08 June 2014 - 02:44

A percentage chance to save mats would be nice. Especially if you're lucky enough to save something like a flake/rem

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#5 xpwaste

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Posted 08 June 2014 - 03:54

Do we really want this?

I mean already everyone is going about how Hybrids are OP.

And the devs are going to rework the talent system and abilities within this or next week.

Though % to save your mats is a good idea.

I also wanted like after you hit level 30 in mining, weapon smithing . You could then do a quest to unlock a proffesion that is used to generate random rolls on your weapon of choice..


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#6 EJK

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Posted 12 June 2014 - 11:41

I also wanted like after you hit level 30 in mining, weapon smithing . You could then do a quest to unlock a proffesion that is used to generate random rolls on your weapon of choice..

Maybe not a profession, just scrolls earned from something. Those scrolls would give a random roll to 1 item without rolls nor gem slots (i.e. crafted gear)


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#7 Irradiated

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Posted 12 June 2014 - 19:30

The original suggestion is interesting (and set off a good discussion).  But I'm afraid it will be too OP.  It also risks making crafting too integral to the game, driving away players who really dislike it.

 

Maybe not a profession, just scrolls earned from something. Those scrolls would give a random roll to 1 item without rolls nor gem slots (i.e. crafted gear)

I really like this idea.  Though I would also allow the scrolls to add a second roll (if allowed on the item), or to reroll.  Or perhaps scrolls, along with the appropriate mats (gems/flakes/etc), could modify or improve an item in other ways.  Or perhaps access to rare and unique recipes.  Or a combination of all of the above (a unique recipe to improve an item).

 

Some effects might even be bound, unique to the crafter.  But this runs the same risk of the original suggestion, unless bound effects are vanity only.

 

Currently, the only reason for most crafts is flakes.  Otherwise a small handful of crafters covers the needs of a server.  HCS added new ways to get flakes, and people are requesting more.  If the flake becomes too devalued we need some incentive to replace it.


Edited by Irradiated, 12 June 2014 - 19:30.

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#8 Alteration

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Posted 13 June 2014 - 04:46

Farming
1. You gain a new plot every 10 levels (2 plots at 11 farming, 3 at 21, 4 at 31, 5 at 41).  However, if you try to farm 5 plots at once, you will find that the first plot has already disappeared due to timing out by the time you are trying to plant the 4th plot.  There is no point in allowing a maximum of 5 plots, unless the time to actually water the plot is extended.
 
2. Not to mention that if you try to plant more than 2 plots at a time, chances are you will be harvesting less crops on average due to disease loss.  Higher farming levels should give less chance of disease.  Like a 3%/(level above the level of crop being planted) chance of less disease, that stacks with crop dust (capped at 95%).  At 15 farming levels above the minimum required to plant a crop, with crop dust, you have a 95% less chance of disease.  This way, there is an incentive to actually use more than 2 plots at a time.  
 
Putting in profession talents could be pretty nice.  Or even just bonuses for leveling up the skill.  It doesn't make any sense that planting level 1 basil at farming level 11 (2 plots) is exactly the same at level 45.  


#9 Irradiated

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Posted 13 June 2014 - 08:55

1. You gain a new plot every 10 levels (2 plots at 11 farming, 3 at 21, 4 at 31, 5 at 41).  However, if you try to farm 5 plots at once, you will find that the first plot has already disappeared due to timing out by the time you are trying to plant the 4th plot.  There is no point in allowing a maximum of 5 plots, unless the time to actually water the plot is extended.

Haven't tried this myself yet, so no guarantees.  But as the person who told me about it hasn't been around in awhile ...

 

Five plots is for group farming.  Apparently 2-3 people can work together and split the results, allowing the team to work all five with no disease loss.


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#10 EJK

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Posted 16 June 2014 - 09:13

Five plots is for group farming.  

You can water and prune your group-members patch, but the rest does he who raked the patch have to do.

 

I agree with reducing the time the actions uses, maybe -50% time, at least lower the time if you are many levels above the planted crop or if you simply are higher level. People have complained about it before, but their threads have just got ignored.

Also, please change the left-click on the patches, from prune to water, otherwise people could have auto-click bots to prune ones patches. 


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