This is exactly what it should include, I suggested this for FoV augments, like useless HNMs that aren't killed would be then... Hydra... Jorm... etc etc... Say like they all dropped or could drop a few at high drop rate %, or just 100%. Then these HNMs SE added shit drops to would actually be killed, but SE is too god damn stupid to think of that.
This could be useful, but even if certain stone stats are actually good, I'm sure they will be forced into slots on armor pieces where those stats probably aren't impressive. Hoping I am wrong though...
All HNMs buddy, and they wouldn't be any more camped than they already are, in fact it would actually increase the chances of different lss getting different things. It's kinda hard for 1 LS to kill every single HNM every single time they pop considering how entirely random the spawn times would be between all of them. Then again some people don't sleep.
I guess you don't give a shit that they have HNMs that would be fun to fight, but aren't because they are worthless.
For those who havent played Diabolo II, The rune word system is one where you gained runes/stones throughout your adventures. Certain items had slots that you can socket these runes/stones. You could also increase the number of sockets or add sockets to items which did not have them before hand. You could place these runes/stones into the sockets that are present on equipment. You had one of two ways to aproach this function of the game. You could simply place the rune/stones that you wanted and gain the listed benifit for each one you socketed. Or, you could place certain, specific, runes into your gear in a predetermined order. If you did, you would gain additional stat/skill increases that were not listed with any of the runes you placed into the gear. Its like a bonus.
There was a give and take here. You lost the chance of tailoring a peice of gear the way you saw fit in favor of the predetermined stats gained from a specific combination of runes placed into the peice of equipment. But, with Diabolo II there was no way to remove runes/stones. So if you messed up, or a new runeword was released, you would have to reaquire the item you are socketing into as well as the runeword you are seeking.
Other games already take a differant slant on the runeword system. WoW takes a diferant slant on this system. Each Teair peice, and some others, has colored slots. You can place any gem you wanted into these slots. If the color of the gem(s) you placed into these colored slots matched, you would gain additional stat increases. Still you had a choice. Sometimes you would gain better results if you ignored this version of the runeword system. Other times you would find that delving into the runeword system would provide greater benefits.
Im actualy looking forward to some runeword type feature. It would be much better than in Diabolos II because you can remove the Evoliths. So, if you discover a rune word that you like... you wont need to regain the item your socketing into. You can just remove the Etholiths once you gain the correct combination. I think it would also be better than the WoW version of the runeword system. Because, In Wow the traights activated through the runeword were listed, and specific to the peice being socketed. In FFXI we do not have this limitation. If a runeword system was implemented, using preexisting items, the rune words would prolly have a versitility similar to Diabolos in which you could have multple runewords available for each general type of equipment. I think it would be a plus rather than a hinderance.
Honestly, SE already lifted the set aspect from Diabolos II. As an example, the Iron Ram set gives you more elemental resistance when you increase the amount of the set being worn. This is earily similar to Diabolos II. Incorporating the Rune Word system would be a nice thing to take from the game as well.
They would be fun to fight, till people want a specific Evolith stone, then it becomes nothing but a botting mess..like every other HNM.
This is why they won't mess with the HNMs, there's already issues with the others that drop useful gear, adding in Evolith just..pretty much guarantees more mess unless your LS has the better bots, then it's on lockdown and everyone else will get screwed out (especially those who don't do HNMs)
No, actually they don't mess with them because they could give a fuck lol..... The more HNMs that are possible to claim, the more likely different lss will claim them, if humans could not sleep that's a different story, but ya most of them are WAY too god damn easy so they could be low manned if an ls had a few on, however still it increases the likelyhood another ls gets.
It's amazing how much ridiculously harder PW is than anything else, then you look at AV and well... AV is about 100 times harder than anything else in the game. Every HNM should be increased in difficulty, they are simply too god damn easy.
I hate when ppl talk about others being screwed because something would drop from an HNM, what about those who don't do Khim, they can't get haute, and ya obviously the ppl who buy can, but no where near everyone who wants, can buy, so SE screwed them I guess?
The only thing that worries me is that these stones seem to only give the bonus during a certain action/ability. The ones shown look like "ability:bonus". Hopefully they're smart enough to not make all the stones work in this way, otherwise you won't be able to get these bonuses while idle...so things like Haste and Refresh won't exactly be available.
Surprised no one has noticed or mentioned this, but if you look at the new gear sets that were added in the last update, a lot of them appear to have little round slots on them. For example, the Melee set body pieces have 4 slots in the center of the chest. The new weapons appear to have slots too. Someone throw up some pics as I am too lazy to do this. Maybe this gives a clue as to how many stones you can put on each piece/weapon
Wow, this is how they should've done augment items from the get-go. I know I'll kick myself in the own ass for this with disappointment, but I'm excited to see how this turns out. This is essentially a FFXI-Materia system.
EDIT: Just make special evoliths that would drop from HNM's universal to HNM's, problem solved.
I don't think..I've ever seen a NPC fail synthesis. I'm sure the "if successful" just means that the armor/weapon is actually compatible with said Evolith since there's different shapes/sizes etc it's not that illogical to think an oval shaped Evolith is supposed to fit into a circle shaped slot thus it will fail >.>
Or it could be that the particular Evolith will give might strikes delay-x but you're trying to put it onto a hexagun and will fail.
Unless I never knew the crafter in Whitegate can fail on the ToAU Artifact Armors, and the one that does Salvage Armor.
given what is said in the notes, i was under the impression that Synergy is a new player-based synth that emcompasses existing synths but requires a Synergy Furnace
it could still be tied to an existing skill.. requiring existing craft levels and the presence of the NPC thingy (enchantment maybe)..
meaning to say, you or a crafter you know synths it. nothing really says anything about NPCs crafting it.. the engineer might just be there to evaluate what works and what doesnt