Proposed Change - To Encourage Item and Scroll Use on 09/15/2015 09:34 AM CDT
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So.. one of the items that people have brought up about certain spells on a semi regular basis, but have resurfaced because of the ELR, is that the mana cost just isn't in line with the effect of the spell in order to justify casting it.

Specifically: 412/413/417/504/513 I know there are others but these are the ones that I want to highlight in the below changes

I propose the following three changes to try and encourage people to cast these spells:

Proposed Change: 420 Magic Item Creation

Now, after casting 420 at a magic item to prepare it for imbedding, a character may first choose to INFUSE the item. This process costs the character a spirit point. The act of placing a piece of their spirit into the item also causes it to Attune to him or her, since only a fool would hand around pieces of their soul.

Now, the benefit to this action is that the item gains a mana capacity equal to ((Higher of EMC or SMC Ranks + 1/2 (Lower of EMC or SMC Ranks))) / 4 % to its maximum Mana capacity (so 200 ranks = 50%, 300 ranks = 75%). While this gives Wizards an advantage out the door (since they more often 2x on MC) on a longer timeline it actually gives Sorcs the advantage (although not an advantage a Wizard can't recoup, but it's WAY more TP intense).

The reason for this is to allow these characters to create deeper magical items, at the cost of not being able to give them away. Now yes, you could just make more items, but it plays into the following.

Proposed Change: Magic Item Use

Now, after activating any magic item to which the character is attuned (per above changes to 420), there is a percentage chance, equal to (Ranks in EMC / 4) for elemental spells, or (Ranks in SMC / 4) for spiritual spells, or (Average Ranks in both / 4) for hybrid spells, for the magical item to not consume a charge upon activation. This effect carries a hard 60 second cooldown (this might be better to move to 45 or even 30, open to discussion).

The reason for this is to encourage players to use magical items for spells that are not expected to be cast repeatedly. For instance, we don't want to extend the lifespan of a 901/903/904/702/711 wand. Since those spells are much more likely to be cast in rapid succession, the cooldown prevents those items from gaining significant lifespan. What it DOES allow is encourage higher cost spells, in the 10+ mana range, to be activated ONCE from the item, and then the character uses their normal attack spells in order to bring down the creature. It makes for an opener.


Proposed Change: Arcane Symbols

Now, after Invoking any spell off of a scroll that the character knows, there is the same chance as MIU to not consume a charge from the scroll. Similarly, this effect carries a hard 60 second cooldown.

The reason for this is to basically be the same, but to encourage people to use higher tier scroll spells while hunting. The biggest reason why there's no attunement aspect is to both encourage people to use more scrolls, and to not affect 714, which would be greatly diminished by such a system. While there MAY be an argument that 714 is diminished (because people aren't burning up charges as fast) there's actually a similar argument that if MORE people are using scrolls, then 714 is itself more valuable. Additionally, as scrolls become part of normal hunting, they should experience an overall increase in usage rate, just not on the short scale of a single hunt.





I know this may sound like a pretty big buff, but the intention really is more to encourage people to make items with the spells that are intended for only occasionally use by mitigating the mana cost of them. Accross the board, the most common complaint against these spells is that it's difficult to justify the mana cost, rather than the spells being bad. Hopefully, this is intended to not give characters any more POWER (since it only works on spells the character knows) while increasing their mana reserves.

Some part of me wonders if dropping the 420 change, and just allowing both the MIU and AS chages to apply to any spell the character knows, is an idea. Overall, nothing you get out of this couldn't be accomplished by having a second item, it just reduces the amount of downtime to prepare these items in a way that attracts players to them. It might also add more value to off the shelf scrolls and items to encourage purchasing.
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