I'd like to see more training weapons introduced to Main (still). I think Torch, Machete, and Dwarven Pickaxe still kind of rule the game, even for end-game training. That seems odd to me.
Anyway, I'd like more damage modifiers to be considered for class-specific or area incentivization type of adjustments. I like having seen more done in this direction with Dragonclaw Scythe and Dragon's Breath, and more spread of classes and/or areas seems like it would be great!
For example, I've got this kind of huge advantage on Banshee because I got a lot of Chains of Krampus, and I think there may be similar advantages if I explored Kiss of the North and such a bit more. I think those types of area-specific or training-focused weapons should be available outside of quests.
For example,
- Ilythiiri Keeshe - Drow up to 1.5 or 1.75, add Armor 1.5, Drider 1.5, Bandit 1.5, Thief 1.5, and Marauder 1.5
- Har'oloth Velve - same changes as Keeshe
- This would make Thieves have a huge advantage in Tirantek, without harming any other classes, and their tables would look much more like other end-game weapon tables.
- Rangers - Ummm...anything?! Jungle Bow is a nod in this direction, but that is pretty brutal considering it still won't boost rangers the way Torch and Machete gives other classes huge leaps. Regardless, rangers sit in the dusty-sad-land compared to changes brought about for all other attacking classes (except maybe Paladins?)
Then either the shop weapons similar to 1-Alt's myriad of training weapon options or doing similar but requiring them to be crafted on Main. I think shop would be easier to implement and more evenly spread since some of us have stockpiles while others do not, but I'd love to see the weapons with damage tables able to be worked with on the Main server.
- Avenger's Crossbow
- Apex Bow
- Ballista
- Diamondedge
- Erebus Lance
- Hatchet of Unity
- Moonsilver Stave
- Orcsbane
- Royal Sword
- Sarin Trident
- Shepherd's Crook
In general, I am talking about Main, but I want to toss this opinion out to both playerbases:
The only real OP for modern Nightmist is getting higher quantities of characters in a party, and it is kind of impossible to address how big of an advantage folks who share or have long-time duos (like me, twice over) have over those who do not. With PKing being largely a thing of the past, the PvM game can absorb more high-damage and neat stat-mod type stuff - though high armor becomes a bit of a risk, I think.
In short, boosting non-quest gear levels out the playing field and opens up more options for more players across the realm. I think that heavily outweighs the potential "it's OP" downsides.
Does that feel true to others?