Enchanté


Pathfinder Online

Goblin Squad Member

So I'm thinking magical enchantment ought to be a branch of the crafting professions and should include the druidic shape wood and shape stone spells.

A pure crafter wishing to be able to empower his creations should be able to pick up enchanting skills as a natural extension of his progression into mastery.

Enchantment should also be accessible to those specializing in wizardly and druidic skills for their staves and wands, and for recharging same if they need to be reloaded, without losing their professional focus benefits.

Should castable buffs and debuffs whether permanent or temporary, be forms of enchantment?

Remembering that your stats are going to primarily affect how quickly you learn related skills, should enchantment include, at higher tiers, stat increase tomes?

Goblin Squad Member

Doesn't the presence of a multi-beneficial stat increase warp the incentives so much that everyone will sprint directly for those, and only after reaching that plateau spread out to other pursuits? I'm reminded of the old days in EVE when new players all spent their time doing nothing but increasing attributes, in order to increase learning speed in turn.

Goblin Squad Member

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Being wrote:

So I'm thinking magical enchantment ought to be a branch of the crafting professions and should include the druidic shape wood and shape stone spells.

A pure crafter wishing to be able to empower his creations should be able to pick up enchanting skills as a natural extension of his progression into mastery.

Enchantment should also be accessible to those specializing in wizardly and druidic skills for their staves and wands, and for recharging same if they need to be reloaded, without losing their professional focus benefits.

Should castable buffs and debuffs whether permanent or temporary, be forms of enchantment?

Remembering that your stats are going to primarily affect how quickly you learn related skills, should enchantment include, at higher tiers, stat increase tomes?

I think enchanting should be its own development path, independent of any form of combat or class casting. As far as recharging staves and wands, the last I saw of the design decision was that those things would fill in for weapons, rather than being the sort of charge-based utility we see in tabletop.

Also, the idea of stats affecting training time was dumped a while ago, if I recall correctly, in favor of being a gating mechanic. Put another way, you'll increase DEX by learning dex-related skills, and dex-related skills may require a minimum DEX to learn.

Goblin Squad Member

1 person marked this as a favorite.
Jazzlvraz wrote:
Doesn't the presence of a multi-beneficial stat increase warp the incentives so much that everyone will sprint directly for those, and only after reaching that plateau spread out to other pursuits? I'm reminded of the old days in EVE when new players all spent their time doing nothing but increasing attributes, in order to increase learning speed in turn.

There is no sprinting: it is time gated.

Otherwise, I understand you see a problem with players applying strategy in their skill training, but I don't understand what problem you believe you see there.

I think what would happen instead, especially since the really good enchant stuff would most likely be higher tier, is that because there is no time-sprinting most players will quickly focus on other things, realizing they could be training longsword and using it and eventually pay someone who specialized to create such a tome for them.

If the stat tomes are high end, few will have the dedication it would take to attain it. Most would rather grow in more immediately useful skills if they know upfront how long it would be before they.

Goblin Squad Member

@Dario somehow I either missed or psychologically de-emphasized that. Passive-resistive behaviors happen. It sounds vaguely familiar but I'm not pulling up where that was said or even implied.

I do now recall it being said that training some skills like blacksmithing would probably increase your strength, which, come to think of it does rather suggest the system you pointed to or one very like it.

Well... not sure why they don't just go with a "skills increment with practice" system then, and let formal training boost the stats and open more advanced skill trees.

Goblin Squad Member

Being wrote:
Otherwise, I understand you see a problem with players applying strategy in their skill training, but I don't understand what problem you believe you see there.

The problem in EVE was not that people were applying strategy to their training, it was the nature of that strategy: Doing anything OTHER than training the various Learning skills for the first month or so effectively slowed down your character's long-term progression. And by training nothing but learning skills for the first month, your first month becomes incredibly boring because you're limited to very basic content. Not a great new user experience.

Goblin Squad Member

Well "enchanting" or creating magic items should be similar to how it's done in tabletop , not in other mmo's. Like someone who has no magical aptitude at all shouldn't be able to create magic items.

In the table top game it requires the proper feats, and an item of sufficient quality, a certain level of magical aptitude, knowledge of the spells that pertain to the enchantment being given, and the right materials to create the enchantment. I think that the devs should keep it along those lines. If you're going to make an item that gives a bonus to a specific stat you must have the ability already to cast a spell that gives a bonus to that stat. Then the bonus given a formula based off of your level of magical aptitude with that type of magic.

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