This is a concept I imagine while playing with Median XL's many cube recipes. This is a mod that will alter the storyline to justify a few things.
Basically, in this alternate story, the residents of sanctuary are devoid of all magic within themselves and none are able to harness its power. However, magic is omnipresent, scattered troughout the world, imbued in many objects, in different quantities. Objects such as gems and runes contain large quantities of it and their powers can be extracted and imbued into other objects with the horadric cube.
Features:
-The vendors will no longer sell magic items. They will only sell baseline (white and grey) items for enchanting purposes. It will also not be possible to gamble for magic/rare/unique/set items.
-Rare items will only drop from Champion/Ghostly/Unique/Super Unique monsters and act bosses. Unique items will only drop from Unique, Super uniques and act bosses. Magic (blue) drops will be nerfed (which won't matter since they won't be of any use.)
-All skills will be changed. Every class will have 3 skill trees. Two will be related to crafting. The first one, which will be on every class, will be passive skills that will improve your crafting abilities, adding basic, universal modifiers (things most/all class will need/want). The second tree will be different for every class and will be, again, passive skills that will let you add class-specific modifiers. To explain this, a necromancer will not be able to summon skeletons, but he will be able to imbue a piece of gear with that skill, which will give him the ability.
-The third class tree will be related to class specific, non-crafting related stuff. Basically, melee skills that don't use magic (smite, kick, zeal, etc with negated bonuses). This is so the skills-on-attack you added to your weapon tick more often, among other things.)
-New modifiers will be added to let players be more creative with their skills. IE: Instead of making your weapon have +20 to summon skeleton, you make it have +1 to summon skeleton AND "Minions explode on death", to create suicide minions. This is an exemple.
-More to be added.
Mod Concept (Ultimate Craft Mod) [Needs Reviews]
Moderator: Nefarius
Re: Mod Concept (Ultimate Craft Mod) [Needs Reviews]
Note that nerfing magic items means nerfing rares as well. They use the same properties.
If you want a lot of cube recipes take a look at Zy-El.
If you want a lot of cube recipes take a look at Zy-El.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - ArchangelAlthough done for our needs, mod-makers should like these changes, too.
Re: Mod Concept (Ultimate Craft Mod) [Needs Reviews]
Yeah, nerfing is usually the wrong thing to do. It implies a forced "I want you to use my thing" without actually making that thing worth using. It's a lazy design mechanic.
I like the idea that magic stuff isn't a commonly purchased shop item. That to achieve magic prefixes/suffixes requires cubing a bunch of stuff. I would like to suggest that the mob drops will need some serious re-working in order to make the environment conducive to such behavior.
The skill tab dedicated to crafting seems sort of complicated. On the one hand it could be cool to add universal crafting skills to that page, that are identical for every class. But on the other hand it is much more likely that such a system will degenerate into allowing only amazons to craft good bows and things of that nature.
I like the idea that magic stuff isn't a commonly purchased shop item. That to achieve magic prefixes/suffixes requires cubing a bunch of stuff. I would like to suggest that the mob drops will need some serious re-working in order to make the environment conducive to such behavior.
The skill tab dedicated to crafting seems sort of complicated. On the one hand it could be cool to add universal crafting skills to that page, that are identical for every class. But on the other hand it is much more likely that such a system will degenerate into allowing only amazons to craft good bows and things of that nature.