I think dissolving can be a key cornerstone in this skill and I have somewhat of an idea how I'd like it to work, but of course I'm sure some people would disagree with me. So how I would like dissolving to work is:
With all of the tiered robe sets, ranging from Wizard to Mystic, each set that you make holds charges similar to jewellery once the robe sets are imbued OR degrading properties similar to barrows equipment. Once all the charges on the robe sets are spent, they dissolve. And each set has limited charges with the higher tiered robes holding the most charges. Also, you must equip each piece of the robe set in order to dissolve and each tiered of robe sets are limited in what kind of items they can dissolve with the highest tiered robe sets being able to dissolve most items in the game, similar to how achievement diary rewards work.
Furthermore, once you dissolve an item, the robe set loses a charge or degrades. Thus making robe sets and buying them in the game becomes useful. Also, in order to add charges to the robe sets, you must use each piece to the robe set on the ward granting some warding experience. As well as dissolving, you must wear a compete robe set to imbue items.
Finally, I'd like to see a probability system with dissolving. With levels 1-25 (10 percent chance of receiving back raw materials required to make item), level 26-50 (15 percent chance), 51-75 (20 percent chance), 76-98 (1 in 3 chance) level 99 (50+ percent chance).
These are just arbitrary numbers.
I believe dissolving can be a great way of solving an issue with clue rewards and other over-alched items where players just alch them or sell them in the GE, which obviously isn't good for the economy long term.
If players don't like this skill, might I also suggest modeling up new, cool-looking robe sets on stream.
11-Oct-2018 01:01:07