I've got no clue if there's any appetite for something like this, but here's a possible compromise on the rebalancing issue:
Temporary, consumable enhancements to weapons or armor (scopes, armor reinforcements, etc) that offer a temporary boost to weapon/armor (ie. "a blowpipe with a runite scope will perform like a pre-nerf blowpipe for 2 hours" ). When they wear off, the enhancement is destroyed, not the underlying weapon. They are to be created by players using resources and skills that already exist ingame.
Thus, rebalancing can still occur, existing account builds wouldn't get ruined, and players who decide they need the extra performance can buy it, and some relevance gets breathed back into skills that are a bit "lacking". Also, it's a move away from the "all the best items are from monster drops" mindset.
For example:
Players can boost performance of a ranged weapon for 2 hours by attaching a scope. Attaching the highest level scope would boost blowpipe performance to present-day values.
Scopes are to be tradable, made from resources that already exist (metal, glass, gems, leather, logs, etc), and created by players via crafting/smithing. They would be attached via fletching, or by paying an NPC in the ammo shop.
Another example:
Players can temporarily boost the performance of ranged armor for 2 hours by adding metal studs.
Metal studs are to be tradable, made of resources that already exist, and created by players.
The production rate should be slow, but relatively low effort, and in line with some of the lower xp/hr training methods. It is expected that players doing high-level content will create steady demand for such consumables.
09-Feb-2021 17:59:44
- Last edited on
09-Feb-2021 18:00:59
by
iron itg