Quote:
Originally Posted by Jimjam
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Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.
Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.
Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.
Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
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Yeppers ^^ the challenge though is that you wouldn't be able to introduce new gear with more stats without introducing inflation, so there wouldn't be much sense of progress/advancement. It may seem silly, but with new stats, your character can suddenly do more things (use this new set of armor to defeat zones a, b AND c!). Wihout them, your just switching the same gear around that youve always had, because if you increase the net available stats, you begin trivializing the base game. All depends on how important that is ^^ In the absence of new stats, you could rely more heavily on a cosmetic component, which players may appreciate though ^^