[0.95] What is the point of level requirements for weapons?

I killed the big bad king of the arctic wasteland last night and got an awesome sword. I was pretty excited until I realized I couldn't use it for 6 more levels (which means I won't be using this weapon ever). That isn't fun at ALL. If we kill a monster, please let us loot it and use the loot.

 

4,220 views 12 replies
Reply #1 Top

Maybe make it player-optional.  I like the idea of items I can't use immediately, even if I take a big chance to get them.  On the other hand, I can see where somebody else might figure they risked it, they deserve to profit at once from that risk.

Reply #2 Top

well the main idea is that if you are superlucky and get a druss blade at lvl 3 its not game over already

 

but yeah someway its pointless

 

because the game should just not have that rng allowing to find top weapons in monsterless crates

 

and should  be possible to use items if you adopt a different strategy like defeating a boss/quest with a huge army or something but a sovereign not really high lvl

Reply #3 Top

I've had a similar experience - killed a really hard mob, got a reward I couldn't use for 5-6 levels, seems kind of lame.

Quoting ddd888, reply 2
well the main idea is that if you are superlucky and get a druss blade at lvl 3 its not game over already
End of ddd888's quote

Well, that would be equally silly.

I'm all for random loot but you should get stuff you can use now or a reasonable amount of time, and you should not be able to get some weapon of mass descrution for doing nothing at a low level.

Reply #4 Top

I think they are still playing the rate at which you level up. Once they finalize that they will probably rebalanced the level requirements to be more reasonable.

 

I don't really mind it too much but I would rather they just made the items scale with your level instead. 

Reply #5 Top


You know i got a druss blade at level 6 and um silly or not, It'sa giant paper weight if you can't use it. 

Reply #6 Top

I'd rather see effects scale or unlock by level instead.

 

 

Reply #7 Top


Champion armor and weaponry -needs- to improve with level. It's currently a crapshoot to win or lose with a hero-style victory. Did your enemy get the shadow broadsword and the toxic dagger while you got a boar spear? Too bad!

I've mentioned this before, but it would make considerably more sense if:

  • A: Champions used weapons differently than regular units. That is to say that a champion with a short sword attacks x times based on his level  and your research. This would prevent the requirement for broken weaponry that is not researchable because regular units would destroy everything.
  • Or B: Research should provide access to those broken weapons much earlier for champion use only.

Despite A requiring more work, I would prefer this as it keep armor balanced without the need for rediculous attack values to have any effect. Either way, rolling the dice to determine success or failure by such a large degree is akin to the level of strategy proposed by Risk.

The second thing that I would like to see (though probably won't happen) Is that champions have armor and weapons based on their character type that they can upgrade with each level and/or found 'upgrade component' in the wilds. You can still have randomness with three accessories and sheilds, but you only need 1 piece of armor and one weapon. Mages could actually upgrade their robes to give -spell cost and +spell damage instead of crossing their fingers they find an archmage robe. That is so much fun!! >.>

Reply #8 Top

What he said. The majority of stats for heroes needs to come from the hero, not the weapon from random loot. The bonuses we see to attack are a great start, but unique weapons need to be nerfed. +3 attack for a unique sword is great. +15 attack for a unique sword makes random chance the most significant force in the game. The first thing I do when I start modding the beta is make all weapons use the same damage for each type. The unique ones then get maybe +1-6 attack, some magical damage, lighter weight, a small stat bonus, or a special ability. Then heroes are given new traits that provide a balanced progression with trained units. I haven't finished it yet, but it is so much better for balance already.

Reply #9 Top

All of the above, plus intrinsic initiative modifiers on weapons being removed, are important changes to make pre-release.

Reply #10 Top

Quoting UmbralAngel, reply 5
I think they are still playing the rate at which you level up. Once they finalize that they will probably rebalanced the level requirements to be more reasonable.
End of UmbralAngel's quote

Exactly  (I hope)

Reply #11 Top

Quoting seanw3, reply 9
What he said. The majority of stats for heroes needs to come from the hero, not the weapon from random loot.
End of seanw3's quote

That sounds really like how I would want it, create it if I had to create it myself, and what I prefer choosing if there are any options I can take, so I would really favour this, Mostly because random super item drop = game becomes rather easy for me, running around cleaving stuff, not caring, just batting.

Sometimes Im thinking I should save ur email or something after release, and get a hold of all dem mods :P, but for beta testing, ill keep to the original game :D

Sincerely
~ Kongdej

Reply #12 Top

An alternative would be if they added a summon item spell to the game that you can get from the tech tree. While an item designer would be awesome that might be too much work. At the very least they could give you a cheap spell that summons low value items (around 100 value or less, only equip-able items) and then a powerful spell that only summons items above value 100. Item values also have to be rebalanced as well, as you can get a more powerful item that has a lower value than something else.