Underutilized components like Brassican, Ascended, Culinary, & Knightly could be given more use with upcoming Necromancy. Gnomish firelighters need better uses as well.
I don't have any specific recommendations since I'm not knowledgeable on the dynamic and balance of Necromancy.
The introduction of an interaction of the firelighters with bonfires was huge back then. And it made sense to introduce some synergy to that skill instead of 'let's colour the level 1 log for line fire making'. Just because they're not insanely expensive I do not really see why they should be shoven into some skill they do not really have some thematically relation to.
While I would agree with giving certain rare materials more purpose at least brassican and culinary were intended as some joke only. When it comes to perks none of them are related to one singular combat style - why should it be different with necromancy? They
do
introduce features where unusued materials find their role fairly often though - ascended was used as one of three for the onyx jewellery enchantments - obviously it doesn't help that the onyx core also used for that just ended up ludicrously rare. Knightly would need some use, but it's not really 'rare' - a lot of players have disassembled white knight equipment for other components since those items are dirt cheap.
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27-Jun-2023 05:34:20
- Last edited on
27-Jun-2023 05:35:44
by
Rikornak
I was thinking the firelighters were thematically relevant given the announced use of candles during rituals. We'll have to wait and see I guess.
As for the perks being even across combat skills, that's not always the case. Caroming, for example, has no effect for melee, and tool perks are even less equal across skills.
Let us increase the defence of our undead with Salvage! (+ dunk these alchables) 2 birds 1 stone. Speaking of, how about stone-spirits double our smithing progress (on bars containing whatever ore that stone-spirit typically duplicates with mining) ? inside the city of Um.
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24-Jul-2023 19:30:28
- Last edited on
24-Jul-2023 19:36:34
by
SlR
I expect there will be necromancy versions of stone spirits let's say they're called "necrotic spirits" that will function like wood or stone spirits but for doubling necromancy actions and we could be getting new components exclusively from necromancy like how arch comps are only from that skill.
26-Jul-2023 02:08:53
- Last edited on
26-Jul-2023 02:10:31
by
Jeremy Cheng
Jeremy Cheng
said
:
I expect there will be necromancy versions of stone spirits let's say they're called "necrotic spirits" that will function like wood or stone spirits but for doubling necromancy actions and we could be getting new components exclusively from necromancy like how arch comps are only from that skill.
But Necro won't be a gathering skill like wc or mining...
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MagtrevRedux
said
:
I was thinking the firelighters were thematically relevant given the announced use of candles during rituals. We'll have to wait and see I guess.
As for the perks being even across combat skills, that's not always the case. Caroming, for example, has no effect for melee, and tool perks are even less equal across skills.
Doesn't make them style specific - those are perks affecting sets of abilities - for caroming it would be chain hit abilities, which just aren't present in melee at all. If necromancy has some kind of chain hit ability it will be most likely extended to it, if not it's just excluded for the same reason. Could be interesting to see which skills are added to which family of perks though.
Non-universal tool perks differ in artisan and gathering perks. The only exception is breakdown, which is smithing exclusive, since only other artisan skill with some augmentable tool would be firemaking - which technically doesn't create something.
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