From what I can gather, the goal of woodcutting is to add a profession to make arrows and bows. (I posted this on a YouTube video about it) Fletching is too narrow scope for a profession. The profession should be woodworking with specializations of carving and carpentry: carving is more of the artistic products of woodworking and carpentry is more of the technical products of woodworking.
Carving could have figurines/totems much like jewel crafting, or some engineering items. Carving could have a little bit of the old enchanting, pre-vellum, in a trade window style, and be limited to the "of ..." / suffix items stats, like it is carving a bear into the item for the "of the Bear" stats. To balance, it would remove any other stat boosts (but leave "chance" and "equip" bonuses), and only be for items with wood, clearly. A similar thing could be added to inscription for non-wood items, for balance.
"Unpowered" wands could also be part of carving, and require an enchanter to power them so they can be used.
Fletching could be a specialization under carpentry, much like Weaponsmith: mace. Shields would be another specialty of carpentry. Non-combat items could be another carpentry thing, like a canoe if it can be implemented. Chairs and cots could also be a carpentry product that could grant a buff similar to "well fed" being "well rested" (increase to agility and intelligence?) and could remove disease and poison.
Have stains or varnish be similar to engineering polishes (more advanced as a carpentry specialization). Screws and nails would be part of some woodworking much like engineering bolts.
Marionette puppets could even be similar to engineering mechanical pets, they should require enchanting dust/essences/shards to craft so to animate, and be more debuff/fear based aids than damage.
For player housing, carving would be more decorative and carpentry would be furniture.
The "Rebirth" Seeds should be a drop from Woodcutting. Symbols and runes could also be a possible product of carving, and possibly items that do the same kind of spells that require woodcutting: carving to use. Maybe they could be unreliable much like the engineering items that mimic spells, or teleport and portals could be random.
Best posts made by MathGuySam
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Woodworking for Woodcutting
Latest posts made by MathGuySam
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Weapons Free
Some abilities have a scaling for different weapon types and for Titan Grip. Expanding this system to abilities that require an off-hand or dagger would allow for more flexibility in game-play, and not being locked into a weapon type.
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Dark Skies
A lighting-shadow synergy Legendary
Transforms your Void Walker into a Living Storm: gains Lighting Shield and Lighting Strike. Suffering is transformed into Thunder Clap. Sacrifice will rest the cooldown on Thunderstorm.
Thunderstorm: Now produces a Booming Thunder, Mimics Howl of Terror or Piercing Howl, or Terror to beasts and Piercing all others.
Also triggers Nightfall.Feedback: your drain abilities also cause lighting/nature damage, for given percentage of what is drained.
Transforms Shatter into Lighting in a Bottle: Soul Shards are electrically charged, mimics Capacitor Totem, no longer reduces threat.
Teaches Create Stormstone: mana regen, lasts 2 hours.Death Coil is transformed into Tesla Coil: Initial damage is transformed into lighting damage. Heath recovery remains
Nerve Damage:
Lighting abilities cause Shadow DoT -
RE: Website builder update
@Ragekrono This has made it unusable on my computer using the mouse. I found that the description toggles with a touchscreen and allows you to scroll as long as the curser doesn't move, once it does the description goes away. So if it auto scrolls when it pops up it is gone instantly with a mouse over. It is optimized for smartphones and tablets. If you don't touchscreen this is completely unusable. This NEEDS to be fixed. I think we need to open a bug ticket.
The interface changes in the 'Calculator' when the talents and abilities done fit on the side by side, The abilities expand to show the details when clicked, and stay expanded until closed, They are only added to the built if the box is clicked. I thought this was in the mobile browser only, but it is based on the size of your browser window. This needs to be an option in a normal window. Have a option to display abilities as a list or a grid and have this functionality to the Mystic Enchant. Also with this have and option to disable mouse over descriptions.
Also it would be nice to have a filter for role, primary stat requirements, and if the loaded build has the prerequisites. I work with databases, I could lend my expertise. -
Four Element Benders/Adepts
The Shaman is a nice nod to the Greek four elements, yet earth and air are not distinct schools of magic. This philosophy/privative scientific thinking (as they were so close to the four sates of matter) was interesting to study, and has been used as a great storytelling mechanic. Avatar: TLAB/LoK is likely the most beloved of these. I also think Golden Sun tops this list as well. I always thought Golden Sun could have become a great MMORPG to rival WoW, but that is a topic for another forum. Some logic for GS was used to fill in the Bending builds.
Air Bender
I played into sound by giving the build the Shouts, and some physical to round out the build. GS has space related spells in the Air/Jupiter school, this build uses these to leave lighting for the Fire Bender. This Jupiter Adept build turned out more powerful than I thought. The equip item classes in GS allowed for a warlock aspect of the build.Fire Bender
This is the Lighting Bender with a dragon pet. Mars Adept is not much different, just removes lighting for more Warlock fire.Water Bender/Mercury Adept
The only thing that I would change for Water Bending is drop the temporary water elemental (and associated improved talents) for Mind Control (aka Blood Bending)Earth Bender
Honestly it is so inspired by the warrior class focus of Venus Adept, the only difference is switching totems for Thorns and Entanglement Venus Adept.These are clearly Free Pick builds. These are themed and not likely optimized for PvP or PvE. I am sure I am not the only one to think of these type builds, and the Fire and Water are not all that divergent from normal WoW. Just felt like sharing them. Have fun.
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RE: Woodworking for Woodcutting
@DevilShark I think changing existing recipiences would be a balancing issue. It could be a replacement hilt/handle/stock that could be applied to a weapon. This is even better than carving on an existing item. Each stat possible with a suffix could have a lacquer (shellac dissolved in alcohol) associated with it. The shellac could be a secondary harvest from trees, and a non-gimmick use for alcohol. The buffs could be based on the elixir/potion used to make the lacquer. This would limit the recipes needed, just multiple coats to get the desired suffix. Extra coats should require higher woodworking skills.
Blacksmithing is the art of shaping metals through heat, and machinist is shaping metal through other means like a lathe or stamping. The metal shaping of engineers in-game mimic these methods. Most weapon-smiths are blacksmiths or machinist or both. Most blade-smiths make their own hilts, watch Forged In Fire, great show, so blacksmithing in game mirrors life fairly well. -
RE: Woodworking for Woodcutting
@Afra Care to elaborate on how any of this makes me an idiot? Maybe some ideas are not realistic to implement and might cause balancing issues unforeseen to me.
Limiting the wood resource to only be fletching as a crafting outlet, is like engineering only being able to make guns and ammo. I like woodworking in real life and see the potential for this new wood resource in the game. -
Woodworking for Woodcutting
From what I can gather, the goal of woodcutting is to add a profession to make arrows and bows. (I posted this on a YouTube video about it) Fletching is too narrow scope for a profession. The profession should be woodworking with specializations of carving and carpentry: carving is more of the artistic products of woodworking and carpentry is more of the technical products of woodworking.
Carving could have figurines/totems much like jewel crafting, or some engineering items. Carving could have a little bit of the old enchanting, pre-vellum, in a trade window style, and be limited to the "of ..." / suffix items stats, like it is carving a bear into the item for the "of the Bear" stats. To balance, it would remove any other stat boosts (but leave "chance" and "equip" bonuses), and only be for items with wood, clearly. A similar thing could be added to inscription for non-wood items, for balance.
"Unpowered" wands could also be part of carving, and require an enchanter to power them so they can be used.
Fletching could be a specialization under carpentry, much like Weaponsmith: mace. Shields would be another specialty of carpentry. Non-combat items could be another carpentry thing, like a canoe if it can be implemented. Chairs and cots could also be a carpentry product that could grant a buff similar to "well fed" being "well rested" (increase to agility and intelligence?) and could remove disease and poison.
Have stains or varnish be similar to engineering polishes (more advanced as a carpentry specialization). Screws and nails would be part of some woodworking much like engineering bolts.
Marionette puppets could even be similar to engineering mechanical pets, they should require enchanting dust/essences/shards to craft so to animate, and be more debuff/fear based aids than damage.
For player housing, carving would be more decorative and carpentry would be furniture.
The "Rebirth" Seeds should be a drop from Woodcutting. Symbols and runes could also be a possible product of carving, and possibly items that do the same kind of spells that require woodcutting: carving to use. Maybe they could be unreliable much like the engineering items that mimic spells, or teleport and portals could be random.