Slayer Weapons & Itemization


Pathfinder Online

Goblin Squad Member

I'll be honest and say I don't know very much about how armor and weapon modifiers work in PnP, I come from a mostly mmo background. And I'm clueless as to how PFO will tackle item properties, modifiers and itemization.

But what I do hope for is a deep sanbox style system for items in PFO.

Over the past 8 or so years I have found mmo's head in a direction of over simplifying item properties and set stat gear, everyone ends up with the same gear, collected from the same mobs, from the same places.

I hope PFO will go with a more random generated stat and magical property system for item drops and crafted gear. I would hate to see everyone with the same stats on there weapons and armor. I would also hate to see set gear in PFO, nothing worse then wearing the same outfit with the same bonus stats.

I would wish for a very deep and unique randomly generated system.

Also when I log into game many days I would like to go out and solo monster, and fighting high level mobs for the chance of that mob dropping something uniquely random and powerful that I could sell for alot of gold or use myself.

To make this experience more enjoyable would be the edition of Slayer Weapons.

Slayer weapons do Double Damage to a specific foe, this helps out the solo player take down higher level mobs instead of having to rely on others for assistance.

Slayer Weapons:

Repond Slayer - Double Damage to humanoid NPC

Undead Slayer - DD to undead NPC

Elemental Slayer

Demon Slayer

Fey Slayer

Arachnid Slayer

Reptile Slayer

These will be rare weapons, Instrument or talisman that have a very low drop rate or crafting success. They will be a must have for the soloing adventurer if you want to try your hand at fighting very high level beast.

I would love to have to plan out what mobs I'm going to focus on and picking the right weapon to for that given experience. This adds depth to combat and offers solo players a chance at higher levels mobs.

What do you guys think? Is this possible in PFO? Is this kind of item management something people would find fun?

Goblin Squad Member

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While rare weapon drops would be great, I rather have a unique and competitive crafting system that would allow crafters to create weapons with unique stats a la SWG. This would place an emphasis on gatherers collecting those rare resources from the deep. Said resource drops would have random stats. and once those resources have been depleted, you can never get it again. (Again, a la SWG's resource system).

Lantern Lodge

or something like borderlands. i havent played it but my roommate did and said there were near infinite ways to make and mod weapons.(apparently they were still calculateing the number of possibilities.)

Goblin Squad Member

DarkLightHitomi wrote:
or something like borderlands. i havent played it but my roommate did and said there were near infinite ways to make and mod weapons.(apparently they were still calculateing the number of possibilities.)

Sadly there was never any crafting system in Borderlands, it was (almost) all randomly generated.

Some of those variables were minor stat changes linked with the materials used to produce each weapon. Regardless, I did find such a system to be effective in giving me the exact kind of gun I wanted. For example, I haven't played that game in months, but the Hyperion PPZ Liquid Lance was always my favorite sniper rifle.

The downside is that digging through so many random drops made it a lot of work, sometimes frustrating work, to look for the exact weapon you needed. And until the endgame it would eventually stop being competitive.

It would be an interesting model to go off of, if instead of random drops, crafters could make incredibly specific weapons via a modular system of materials and parts.

Thus, similar to the "Scope, barrel, trigger, stock, etc." system in Borderlands, players in PFO could make the right sword for the right person by picking out the blade, hilt, guard, pommel, handle, etc.

It would be a lot of work for the devs and the players, but I like the idea.

Also, BlackUhuru, there's already a prefix/suffix for weapons like that, called Bane. It's highly variable.

Goblin Squad Member

@Skwiziks

Thanks for the heads up I just looked up Bane weapons and it's exactly what I was hoping for, Plus all the other weapon types are awesome.

I need to read up on this a bit more looks really good, I hope it all ends up in game.

Goblinworks Executive Founder

Nothing wrong with making bane weapons, but 'humanoid' is much too general. Also, 'bane: troll' comes at the cost of +1 or flaming; a weapon gains bonuses against one type at the cost of penalties (or lower bonuses than otherwise) against all other types.

Goblin Squad Member

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Skwiziks wrote:

It would be an interesting model to go off of, if instead of random drops, crafters could make incredibly specific weapons via a modular system of materials and parts.

Thus, similar to the "Scope, barrel, trigger, stock, etc." system in Borderlands, players in PFO could make the right sword for the right person by picking out the blade, hilt, guard, pommel, handle, etc.

It would be a lot of work for the devs and the players, but I like the idea.

Please.

Goblin Squad Member

KitNyx wrote:
Skwiziks wrote:

It would be an interesting model to go off of, if instead of random drops, crafters could make incredibly specific weapons via a modular system of materials and parts.

Thus, similar to the "Scope, barrel, trigger, stock, etc." system in Borderlands, players in PFO could make the right sword for the right person by picking out the blade, hilt, guard, pommel, handle, etc.

It would be a lot of work for the devs and the players, but I like the idea.

Please.

I second this. Please consider this form of crafting with emphasis on unique resources.

Goblin Squad Member

Eh, I've personally never liked slayer weapons... great for when you run into that kind of creature often, or if you really hate them, but what use is a Demon Slayer in a forest? But that's just personal taste.

But yes, I think most people here agree that items should be customizable. But how to handle it, since items will also break? (Get it? "Handle" it? A-ha, a-ha, a-ha...) Anyway, one option is to have to repair each component of the item. While that would be fun, it would also mean a lot of numbers to keep track of, both for the servers and for the players. ("How's your gear holding up?""Well, my sword's blade is fine, the pommel is at 3/4ths, and the grip is okay, but the hilt is at 1/4 durability, time to go back to town to fix it!") So, I don't think PFO should do that; just give an item one set of stats, but based on the components it's made of, and how it was made. Oh, and a dragon's hoard of bonus points if the devs can make each item's ingame model reflect the components it's made of, so a skilled player can tell a regular-wood haft from a Darkwood haft with some looking. Or have different models reflecting different crafting styles. Or even allow crafters/wielders to add some details to the model, like a jewel in the pommel, or an inscription on the shield.

Goblin Squad Member

If they follow the pnp version magic items will be more rare than modern fantasy mmos

Goblin Squad Member

Arbalester wrote:

Eh, I've personally never liked slayer weapons... great for when you run into that kind of creature often, or if you really hate them, but what use is a Demon Slayer in a forest? But that's just personal taste.

Personally that is a concept I really like. The idea of weapons that aren't best for every situation. What I like about DDO and hated about WoW, in WoW, there is the best weapon, you always use, in DDO being prepared for what you are going to run into was key.

The same I can see in PVP. Having someone on the team who is awsome against halflings, but not so powerful against the human opponents etc... adds all new levels of depth to pre-war. knowing who the key players on the invading army is, could be a HUGE advantage, and sending the right team mates to the right enemies could also reshape the battle. IMO anything that increases the value of reconosence, planning and predicting is good.

Goblin Squad Member

I plan on having a collection of Bane Long Bows and Crossbows. I also plan on having weapons that do it all, it's just fun to collect rare weapons and use them for specific grinds.

I found out that Blood Elementals drop very nice rings with a small chance of dropping very high quality. So on my off time I would grab my Blood Slayer Bow and kite them for hours, without that Slayer weapon you could not kill them fast enough to
Make it worth it.

There's also an open world dungeon with six rooms with different mobs you had to clear until the final boss spawns, people would come and go all day and help out with clearing.

I had a Slayer weapon for most of the different mobs and could solo the dungeon, would take about 2-3 hours but was worth the effort at the end.

In order to even get to the dungeon you had to collect 50 Devouer of Soul bones, had a Slayer weapon for them, after collecting the bones you give them to a women on a boat that sails you over to the Gauntlet.

Anyway it was a lot of funny but without my collection of Slayer weapons i wouldn't be able to run the Gauntlet solo.

Slayer/Bane weapons allowed me to solo kite very high level creatures and dungeon crawls, which is really nice for people who play late night and want a good challenge without a group.

Slayer weapons proved to be a very important part in my play style, specially for solo play.

I hope PFO will help cater to the solo adventurer as much as they will for the larger guilds.

Goblin Squad Member

I like the idea of crafting highly customised weapons, but something has always rubbed me the wrong way about the adventurer who has the tool for every conceivable fight.

I can't think of ways to avoid that other than either having one weapon that's just better than all the others in its category, which was decried on good grounds earlier in the thread, or enforcing heavy encumbrance limitations. I think of prior planning as a big part of adventuring, so I would favor having to make the decision of whether you'll be hunting giants or demons before you leave base, as opposed to seeing successful fighters carrying around a golf bag of magic longswords("all right caddy, for this monster, my nine iron."), but that's probably not for everyone.

Goblin Squad Member

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@Scholar

Considering in PFO if you get killed by another player you can be looted I don't think many people will be carrying around a full set of clubs.

My example above was a 2-3 hour process with many trips to the house in between stages. I would carry a few different bows at a time and swap them out for others.

I think in PFO most players will only carry what is needed for that adventure like you stated, to much risk in losing items if you get pk'ed.

Im sure there will be weight limitations in PFO.

Goblinworks Executive Founder

You can have a bunch of different slayer weapons, or you can have one weapon that is better generally. A +2 slayer is only slightly better than a +4 against the one type.

Goblin Squad Member

@Scholar,

I think one way to avoid the problem is make normal weapons good for most situations, but leave room for certain players to take the risk and encumbrance penalties of carrying specialized tool weapons.

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