These new ideas in my opinion are a huge step in the right direction. I was extremely skeptical of the potential success of the skill after the previous dev blog, but with a little more polishing, I feel that this skill could add greatly to the game.
With that being said, I would like to see more done to revamp dead skills. I particularly mean Smithing and Herblore. At the present time these skills are solely money sinks and provide very little incentive to train to high levels. This new skill seems to be the perfect time to address the issues facing these skills. These are just a few VERY rough ideas off the top of my head.
Smithing:
1. Using Artisan crafting, have the ability to create "spiked reinforcement" or "heavy reinforcement" bars/plates which could MINIMALLY increase attack or defensive stats of existing armors. (Maybe untradeable?)
2. Similar to #1, have the ability to create "blade reinforcement" which MINIMALLY increases stats of existing weapons. (Maybe untradeable?)
3.Using artisan crafting, have the ability to create existing armors or weapons which have a lower weight value than their normal counterparts.
4. At high Artisan levels have the ability to reverse smith existing smithable items back into bars (at a loss of a certain % or material, or with a certain chance of failing) (possibly consider adding dragon items to this, but with many limitations)
5.Unlock the ability to create new items, which possibly serve non-combat purposes?
Herblore:
1. Have the ability to create extreme, or some variant or stronger potions, at high artisan levels. (Untradeable)
2. Have the ability to create potions in 4 dose form rather than 3 dose.
3. Possibly have the ability to create new potions which serve purposes specific to the skill itself.
These are all just VERY rough ideas, but you can understand the general idea. If it is possibly for this skill to breathe life into these money sink skills, it would vastly improve the game.
20-Jun-2014 18:22:53