Back "Utlility" slot and stat choice for epics

A revival of an old topic but with more than just a back slot.

  1. Add Utility slot unlocked after level 30 granting players the ability to equip 1 utility, some having the restriction based on your attributes. Bonuses should not have any significant impact on pvp or pve balance.

-Backpack; adds encumberance with various materials for aesthetic change only.

-Weapon holister; allows you to equip a 4th weapon (limit added to only allow 3 base, not including throwing weapons, harvest tools, consumables, or ammo). Various materials for aesthetic change only. Shield counts as a weapon slot.

-Quiver; lowers the weight of any arrow in your inventory by 25%. Various materials for aesthetic change only. With 20 points in accuracy this bonus is doubled. Special arrows are 10%/25%.

-Water Satchel; Hold 25 drinks of water, with 10 points in survival this bonus is doubled.

-Cleansed Icon; Gain a natural resistance to corruption, reducing the speed it applies to you by 50%, with 30 points in Vitality this effect is instead immunity against zone applied corruption.

-Cloak; Allows sprinting while crouched and reduces the range of agro by creatures by 50%. Various materials for aesthetic change only. With 30 points in agility you extend the aggro reduction to humanoids.

-Fur; Increase your resistance to cold temperatures, various materials for aesthetic change only, freeing your off-hand pulls the cloak over you more for a greater warmth benefit to handle fluctuating temperatures.

-Filtered Mask; Filter out sand and gas from harming you, various materials for aesthetic change only.

-Climbing Gear; Enhance your ability to climb by reducing stamina costs during vertical travel. With 30 points in grit, further increase your climbing speed by 20%. Various materials for aesthetic change only.

==Religious Utilities Requires rank 2 of the religion to use their utility.

-Mitra’s Cleansed Canteen- holds 15 drinks of water, each providing an effect which slightly removes corruption when consumed in addition to cooling you down.

-Carved doll of Ymir- Cool yourself down naturally with a icon of the frost giant.

-Yog’s preservation pack- A coated container for all your items, which decreases the spoil rate of any item you carry.

-Blood Gem of Set- increase the amount of blood you harvest from creatures by 25%.

-Derketo’s Necklace- Reap from enemies you harvest, returning health to you upon final harvest (35?) with a collection tool.

-Jhebbal Sag’s Face Paint- Deal an extra 25% to untamed wildlife creatures.

  1. Allow choice of stats applied to epic quality armors you craft, IN RESPECT TO CLIMATE. Currently you get restricted on build choices when traveling between various climates which I feel is bad for gameplay. I agree with packing warm/cool sets if you plan to travel there but my build shouldn’t have to be changed too, especially since practically every type of armor (light/medium/heavy) have some set for each attribute.

The type of armor and attribute is already in place, just not in regards to temperature and I think that should be fixed so with proper crafting knowledge you can make the set specific to your attributes, so we can pick more styles of armor without worry of sacrificing our build to suite a climate.

3 Likes

All decent ideas but weapon slots and a restriction on weapon slots? No thanks. And a quiver that magically reduces weight? And triple at the bonus? Yeah no… However limitless stack size when in quiver I’d get behind and really cleans up the inventory. The armor rework is something brought up many times and is boggling why it hasn’t been done yet. I mean padding for cold and lining for heat makes sense.

1 Like

As builds have pretty much been determined, I really can’t find a use for more than 3 weapons at any given time on my toolbar. I’d rather go into my inventory and swap a weapon out if the situation really calls for it but typically I just carry the 3, shield-main hand and a ranged or 2h. I was thinking more in lines of realism where you could have 2 1h weapons and a weapon on your back or at the most a weapon sheathed on your side with your shield on your back.

The quiver is just a thought, the purpose would be to reduce the burden of carrying so many arrows cluttering your inventory, so if it had its own separate inventory that’d be awesome I’m just not a coder so I can’t determine which would be easier to implement. I think they should increase the stack limit on arrows for sure though, that shouldn’t be tied to quivers imo or anything other than core gameplay.

2 Likes

Oh… sounds interesting.
But:
Please dont forget to put sandstormmask as utility too.
Maybe even allowing to craft climbing utility from gloves+boots to have it be a single item - dont forget to delete climbing stuff from those two armor parts though. (Or having 50% of the current bonus coming from the utility item and each 25% for the armor parts. Statrequirement: 20 grit.)

Also I would prefer the stat requirement being 20 for all of those utilities. Reason: Balance.
Except for the Icon which may better be off with survival instead as well. Or move the requirement of vit for immunity up to 40+. (I dont know a single player who doesnt go with 30 vitality.)

Unlike Vvanskil I dont think up to 75% reduced weight of arrows isnt too bad. We are talking about archers for that one to be chosen. It’s not like a quiver would cause +75% attack speed for bow but only the weight.
An archer who chose the bow as his main weapon has a though life already since he is harshly limited in spending his points (30 str, 50 acc and 30 vit are needed - so just a few tiny points are left over for encumbrance not to mention else stats)… So having -75% weight on arrows would be really helpful while not buffing ranged damage - and not allowing nonarchers too much of a bonus too.

As for point 2…
At first I was really happy having some bonuses depending on used armor. However I didnt think about how that would limit players in their usage of armor.
So I personally always run around with eighter flawless relic hunter shirt+trousers and light armor an no backpack - or the same with backpack to reach 50 encumbrance. This leaves me the possibility to pick 30 vit and up to almost 30 str too. I am really happy that way.

Other than that all I ever see are khitan medium, kambujan, darfari, exotics like shemite or legion on other players.

Thus I would really like the ability to pick the armor I want to wear depending on their looks and then add my preferred stats to it. That being said, if climate+stats was the sole thing one worries about, eighter get the DLCs yourself OR have someone else craft them for you.

1 Like

Snake arrows 100x0.10=10lbs
100x0.10=10x0.25=2.5
(new weight) 2.5x4(stacks)=8lbs that’s 400 arrows…

Poison arrow 25x0.5=12.5
25x0.5=12.5x0.25=3.125
3.125x4=12 thats 100 arrows…

My argument is what would be a hassle for anyone other than encumbrance characters is now possible for anyone to carry PvP game play altering amounts of arrows. They get high enough and just start arcing poison arrows into a base forget the fact ai won’t fight even if ai worked they would be dead after a stack or two on any decent sized base. A single archer is now a ballista if used with such a broken concept. Need I do the math for explosive arrows, granted they aren’t great but, enough does quite the job if an alpha clan just works for a day making them.

I mean I get being an archer is expensive and weight is odd unless you consider the weight of wooden arrows vs today’s versions. It seems unrewarding but 75% is insane had you started with a more feasible number I’d be not as likely to fight it but wow…

If that’s the argument then a 50% reduction could be a middle ground but keep in mind people who make the arrows need to think of crafting costs. In the case of snake arrows, they are aware that it is too easily crafted and they may or may not remove the direct damage they do (although I’m not sure that fixes the problem).

In any case this is an arrow specific feature, the high percentage is to appeal to those in general with 25% and have archer builds shine with a high utility amount of arrows because they will be using many more arrows than the next guy.

@Nuria

I did forget one but yes, I also agree the sandstorm mask should be one and they could introduce the climbing set as one and simply remove the existing pieces. You have to figure no one will want to fight with the climbing gear anyways so it feels like a burden as 2 pieces but perhaps that was done for realism.

-Climbing Gear; Enhance your ability to climb with proper climbing equipment. With 30 points in grit, further increase your climbing distance. Various materials for aesthetic change only.

-Fur Coat; Grant yourself heavy cold resistance, freeing your off-hand grants you an increased coverage furthering this warmth (using your off-hand to pull the cloak over more to deal with fluctuating temperatures). Various materials for aesthetic change only.

-Sand Mask; protect your airways with a filtered mask to block gas and sand from harming you, various designs for aesthetic change only.

Mh okay. I learnt something new right now. Jhebbal potion adds 8 accuracy? Oh wow. I would have thought that to be +3 like the other potions… That is one big change for an archers life. Hmm… I enjoyed archery back in EA prior to combat update, maybe I should dip in again… (And not even dependant on finding some certain armorer. YAY! (DLC))

Anyway. @Vvanskil
Do you get how anyone can grab some bow and a stack of poison arrows?
I think quivers are meant especially for archers. And since a direct increase of damage seems to be odd and bad for a quiver, something else needs to be picked. Though as I pointed out above, weight isnt that much of a problem anymore.

As for that problem you are talking about…
Previously its been possible the same way as well. Just with orbs instead of arrows. Though those really have been more expensive to craft, but then again they have been on drop tables for almost forever (meaning ever since orbs were introduced?)…
Assuming you have been around during EA as well, you are in no position to claim that being a problem now.
Anyway. I think this whole poison aoe thingy has been the reason why thralls HP got buffed this extremely.
And if one just wants to bring a crapton of arrows while being after a secondary effect (primary effect being direct damage), one can just discard a quiver in favor of a backpack and go full encumbrance… :wink:

Though by poison arrows, he most likely meant the ones from special ammunition II.
Their aoe is big enough to be used to massmurder thralls from camps. And as for player owned thralls… They got a huge ton of HP now, so it will take a while to get them to 0 HP even with that orb-aoe-arrow.

Removing direct damage will NOT make them any weaker. They are being used because of their 10 stacks of poison, not because of their direct damage. I guess the devs misunderstood that part. I think having to bring a heart for each 10 arrows would suffice.

When it comes to an archer, he would waste time using snake arrows to kill stuff in the north. Maybe for the debuff (+25% str second perk), but other than that? An archer who want to kill using the bow will most likely combine snake and serpentman arrows for single targets and obviously special 2 poison for aoe.

Except I like the gloves for their visuals. Continuing that logic, one might just delete any normal clothing or even armor that comes with no stats. Removing or at least reducing their bonuses would suffice.

Also I still think you should think about your chosen stats for each utility item again.
I think there isnt a single player who doesnt go with 30 vit.
Maybe the bonuses granted by them should only be granted when one hits that certain treshhold of that certain stat instead of having 2 levels of that bonus. Then make them 10 of each chosen stat and one is fine. Having 10 on the one utility but 30 on the next isnt balanced I think.

But I really think I have to agree on limiting the weapons this way will turn out like a bad idea. Instead that thingy might reduce eighter the weight of any weapon in the hotbar down to 0 OR have it cost less stamina if that makes any sense?

In regards to weight reduction why not just apply a 50% reduction (double the arrows) for all non-specialty arrows and 20% reduction for specialty (5 extra). Archers can have hundreds of regular crafted arrows and the more unique arrows with a few extra? Start at 25% double it at set perk point and the 20% on top of that?

@Nuria
I understand that you’d like to have that specialty of being an archer but raid wise I’d throw on a quiver and carry those extra arrows for my archers that protect our siege equipment. I chug a YL potion after dumping those arrows for my boys repec and get into my position and wait to intercept aggressors. At 25/50% depending on what a finalized perk is set to. I’m dumping all into encumbrance and accuracy for which ever I need to get a lot of equipment where we are going. As for flasks, flasking I think it was the term for those raids, the arrows have a far better range. And the clouds can be ignited granted they don’t stack well but drop 3-4 clouds and ignite before they expire with a well placed explosive arrow. It’d be hell I’ve seen a few clans already experimenting with them trying to get a rotation on timing down.

@Nuria

Perhaps the visuals could still take place for climbing gear just slightly less a burden having to go in and swap them but then it becomes a problem of “how do we know what utility they have if they can hide it?” in addition to maintaining realism. I think having climbing gear relocated as a utility slot should disable your boots and gloves when equipped but having 1 item to swap out vs 2 feels better imo.

You can hotbar 2 utilities, 1 for combat and 1 for climbing and not waste much time swapping just 1 piece. A perfect example would be general exploring and even raiding, swapping to a climbing set to scale the base and swapping to your quiver or w/e other utility and start taking guards out.

@ Vvanskil

That sounds like a balanced approach, given specialty arrows are still a bit unbalanced in pve. It’d help archery builds not worry so much about encumberance and stockpile so they can maintain a support role without running out of ammo in the middle.

The climbing gear as one would be nice. Our clan has two that run as archers during raids picking runners off and defending the siege. At first we wouldn’t run this but with the new arrows we’ve been slowly implementing it. I sit between them and our two siegers and two archers our other four harress anyone trying to come out and are first in when we pop walls.

I guess that depends on your role at raiding. I would have guessed the one who carries stuff for the raid goes 50 encumbrance anyway. Then it makes no sense to choose the quiver.
And then you say you are using encumbrance and accuracy only? Then it makes even less sense to use a quiver over a backpack.

I only know them as orbs.
True but my point is that killing thralls using the poison aoe was possible before too and noone ever said a word about that. If people loose their thralls to that, they have been placed in a bad way.

And about raiding… Nothing will ever beat duping, cheating or glitching. Poison aoe isnt a threat at all compared to these…

How does it not make sense? There are 9 of us in my clan and when we raid we always hit the alpha and maybe one ore or two others in a night, real time not game, if I can get a reduction in arrow weight why would I not abuse it? Using a yellow lotus potion before starting to reset the silly carry build to get there. I said I’d max encumbrance but it depends on the way it goes. They, FC, could pick this up and make it 40 accuracy. The only reason I would do as I said before is because I’m nearest to our archers. I’m just carrying those extra arrows, extra stone maybe a little of some other needed resources for siege.

No one complained because they didn’t have the range of an arrow the distance the poison arrow travels vs a thrown orb is massively different. Get higher than a wall and you can shoot the arrows where they need to go before it was a guessing game where on the other side of walls for thrown orbs making it very unreliable.

A game mechanic vs glitches and outrightly cheating is very different. Thankfully, to my knowledge, my clan doesn’t cheat. (0%) 50lbs of poison arrows(100) vs (75%) 50lbs of poison arrows(400) is a huge difference we can probably pump 400 out in, rough estimate, 30 mins. The alpha on our server probably half or time.

My suggestion for double arrows and a little bonus toward special arrows still gives an archer more room to operate without walking around with thousands of arrows. They will have depending on build somewhere around a comfortable number 500-1000 arrows with 100, mixed, specilaty arrows.

I should clarify at the end of raids we usually just use another yellow lotus we drag an ice box and stacks of ice too for aloe soup.
Positioning/encumbrance, raid/preferred stats, pillage/loot/encumbrance. It’s all about time on target or speed and efficiently moving to and from raid sites. And yellow lotus is relatively cheap and easy to make.

I don’t think we should take cheating into consideration in terms of balance, as it is clearly an unintended design. I know it happens but when talking about balance and strategy it shouldn’t be considered “better”.

Because if you go with a full encumbance build anyway, you would choose the backpack for the bonus encumbrance stat points anyway to spend less on skilling. Do I really need to tell you how you can carry without any limits when you run around with full enc build?

However I understand that special arrows might need to be treated in a different way. It’s not like an archer would run around with hundreds of poison aoe arrows for hunting NPCs.
Maybe even make special arrows an exception for the quiver to begin with.

Also I really dont like the thought of having 1-2 utilities being pushed at high stat treshholds while other vastly more useful (sandstormmask, backpack, climber) are set at 10-20.
Even more since a backpack seems more powerful than a quiver. A quiver will only help below overencumbrance which is extremely dependant on how much encumbrance the archer could stack, while the backpack helps with reaching full encumbrance builds.

I am sorry but I need you to explain me why archers not having to restock themselves with ammo every 10 minutes is a bad thing.

What kind of bases are you talking about? :astonished:
I only saw those “wall around a yard around a base” on pve - or by players who later accused their raiders as exploiters because their walls werent built well anyway. … Or by players who treat pvp as pve.
Sorry but those built bases sound stupid to me when thinking about raid defense.
I do get how the one has seriously more range, which is why Funcom disabled stacking to begin with.

True.
However I really dont see a threat by new poison arrows which hadnt been posed by orbs earlier. Except if the targeted owner has a base high up on a pillar with tons of landclaim which then again disables building a high tower and dropping on top of that base using a double jump. Then those arrows do pose a “new” threat.
And those special arrows are being talked about as if they were the OP thing for raiding. I dont see that being true.

I don’t see it as a bad thing and when we raid I am referring the several hundred arrows we move it adds up.

From the beginning it was a broken bonus and personally I prefer not to use it or use as little as possible.

Go join some of the main PvP servers and take a look around. There are serveral servers with Chinese clans, no offense to any Oriental races if I’m mistaken I can’t read their names, that have crazy webbed designs with high walls and buffer, foundation/vault, denials that are anywhere from 50-100 foundations wide. Your astonishment says you really don’t play PvP often or lucky not to encounter these crazy fortresses.

These poison arrows aren’t the op thing for raiding as you say but breaking into these high wall bases are taking time and going from fighting thralls to just mopping up weakened thralls once you get inside the courtyards is a thing. Fighting 100% thralls to 35-40% cuts down a lot of time fighting for looting.

It’s becoming more obvious pvp is on your back burner which there isn’t anything wrong with that. It’s just some of these servers have alpha clans that have become very well entrenched where they built. And stacking might be gone but there are always newer strategies and you seem to be behind on them. Reddit has plenty of these newer builds to look at.

Broken in terms of overpowered?
This might be true. Actually full encumbrance is my 24/7 build. With 30 strenght and 30 vitality and I am fine with that. I dont need higher str or vit for anything casual. And my clan is casual.
Maybe if attacking or jumping wasnt possible at all (almost making climbing impossible to do). But how to do that?

It’s the latter. I seem to have been lucky enough not to have encountered such a thing. Not completely. There is a clan on 1200 which had pens which are encased by walls and fences as anticlimb. And another clan built a giant and insanely long wall - though that one was very poorly built. (The ones who accused their raiders to have used glitches and stuff but I had been there when the raid was performed. No glitch or anything else used. Only the archers sitting at the end of godbubble so they couldnt hit the raiders while they could kill them. (With projectiles being blocked.)
Actually they had a fence at some point which wasnt complete so one could walk all the way around and get to their last defense ring below their base. From there all which was left to do was bombing a hole into the base. Though I really learnt how the slightest bumps may allow for jar placement… :astonished:

True. Even more with those new HP values of thralls since that pet update.
It’s true that it cuts time; however I dont think this means that poison aoe is broken when using it for raids. It still costs resources, comes with a certain weight and needs to be used. So it’s more of a benefit of raiding with multiple people than poison aoe being too op.

It’s more like a) we are 5 people in the clan but 2 are inactive because of real life and another two who at most are online for 2-3 hours per evening. Other than that I am alone. I am not trying to commit suicide, so why would I attack alphas? Basically on my own?
Other than that, it’s more like I have never really been part of a real pvp clan which performs raids and stuff. I kind of wish I would, but I am too much of a chicken on top of not wanting to leave my mates behind.
So it’s only natural that I am lacking knowledge of current strategies. Oh, and I really dont like having to visit too many sites in order to play a game.

Then again, what is the result?
If you agree on poison arrows not being OP for raiding (which is the sole thing which one should worry about), how do you currently think of the quiver?
(And think about the risk of loosing a ton of ammo if the archer gets struck by some else player who then is happy about the loot? That kinda stuff has it’s very own downside too.)

As it stands it’s a great idea at a lower % at 50% that’s double the arrows which is a boon and with a 20% weight reduction to specialty arrows no one will carry crazy amounts of explosive arrows or various arrows that can allow single handed raiding smaller or medium sized bases.

I was on 1200 at one point was that wall clan named axe legion or something similar? I’m almost jealous of your luck my buddy usually picks the servers we go play on and he always finds these servers with massive fortresses or walls.

It is very sad to hear your PvP gets pushed back by clan activity but its the nature of the beast. This last week only 2 of us were ever on at the same time.

I like the idea of the whole utility slots minus weapon slots I like to play around with several weapons. Usually I walk with sword/board rotating between sword and trucheon, spear, two hander, and bow usually scouting bases or looking around for shiggles. Just out harvesting sword board, and a bow.

I wouldn’t say truncheon would count as a “weapon slot” or harvesting tools. I’d say limit the number of “Weapon slots” to 3 on the hotbar with a utility slot for a 4th for realism purposes but this would be exclusively anything considered a “permanent” weapon such as a main-handed weapon, shield or 2 handed weapon including bow.

This would not count throwing weapons, harvesting tools (religious and material), arrows, consumables, capture tools (bindings, truncheons), or bombs of any kind.

Three is a rather high count already, where you could potentially have daggers a 2handed weapon and a bow all at once, shield builds would have to sacrifice a slot to block. Many games do this with only 2 weapon combos and it still allows a lot of builds but 3 and up isn’t typical.