A proposal for reworking the most tedious feature of AO: Modifiers

A proposal for reworking the most tedious feature of AO: Modifiers
effort 4.371428571428571 35 quality 4.473684210526316 38 reasonability 4.347826086956522 46

The solution for modifiers, in my opinion, is to make it so every modifier has to trade off something to gain something. Basically, have both advantages and disadvantages.

To take this idea even further, you can make it so unmodified items can sometimes become a preferable alternative to having any modifiers. This is so that modifiers will not be a requirement for some builds.

No need to remove something when it’s already added. It’s much easier to rework something than to remove something and add something to replace it.

2 Likes

That’s a pretty good idea

so like, would superheated lower your attack size for example?

blasted lowers your defense?

Something like that I guess?

Well, the disadvantage have to be significent enough so that players don’t just slap modifiers on without thinking much, and also the advantages should also be good enough that it’s worth the tradeoff.
This problem should probably be left for the balancing team to solves.

I’m not sure how but typ0 seems to have an aura of impossible internet occurances,
from actually winning arguments to recieving fair and unbiased criticism.

Well to be fair. If you have the intellect and the knowledge, it would be much easier and more effective at annihilating your opponents’ arguments, especially if they’re not skilled enough to match your.

But I guess I might have been underestimating the level of skill other people have. Because putting actual effort into thinking seems to already be at least one step above.

I’ve compiled a list of everyone’s complaints so that nobody has to go through the same torture I’ve had to.

Here it is.
  • This suggestion has drop rates that are far too high.
    Then the suggestor or Vetex himself can tweak these values after implementing it. After all, suggestions are just ideas that are passed around here and there, anyone who receives them should be entirely capable of adapting them to their needs.

  • Currently unmodifiable equipment could then be modified.
    This can easily be fixed by adding a random lore reason as to why they wouldn’t be able to, and its implementation shouldn’t be too difficult either.

  • This will make traders mad as the value of their items would dwindle.
    Two options here; One to appropriately refund them, the other to hit them with the truth: They are playing Arcane Odyssey free of charges.

  • It’s a good gameplay loop and shortening it isn’t good for the the game’s health.
    I may not agree, but even if this suggestion were to be implemented into the game, the addition of lost and buried sets will fix this issue.

  • It turns modifiers into a second set of enchantments, stopping them from being unique.
    They sort of already are secondary enchantments at this point in time, but even then, they separate themselves by having visuals (though now they won’t be seen as the ‘unusuals’ of arcane odyssey, which is really just a community issue).

  • This topic wasn’t well written.
    That is correct, but what does that have to do with this suggestion?

  • There are too many replies.
    That is your fault.

  • I didn’t read the whole suggestion.
    What are you down in the replies for then?? Go back up and read the whole thing to then provide feedback about it!

As for my own feedback...

Overall, this suggestion is pretty solid.
Not only will it cut down on the annoying grind that is getting a better set of armour, but it would also allow for easier and faster character customisation, providing people with further creative power.

So while I do understand that good modified items are meant to be rare, implementing this suggestion would outweigh this (apparently) negative effect by providing the players with more things to do, making the community flourish a little more as casual players get to do more things (due to its ease of access, people who don’t want to invest too much time into AO might still invest some more).

2 Likes

It’s not defamation if it’s true lil bro

how is the poor grammar relevant to the topic tho

Poor grammar = not wanting to read yap session

Therefore I ignore the points and rate low. Like how the college/job apps be doing it

we’re going in circles :sweat:

I really liked @darkbitlike’s idea though, giving modifiers downsides would help give reason to not run them.

If they have downsides then how exactly does it help weaker armor gain a leverage? I already seen the flaw in that too.

Poor grammar makes it so it’s more difficult to understand what’s going on with the topic. Thus harder to get to the actual point and the intention of the suggestion.

So usually I would also downgrade my rating if the suggestion writing is absolutely horrendous. As it would also make it harder for those who would want to implement the suggestion.
The difference is that I don’t steep to the extreme level of ignorance where I just stop reading the entire thing and make arguments ignoring what has already been addressed.

it’s still giving you a buff isn’t it?

and stronger armor can’t even run modifiers so it’s fair as is

Man maybe I should format my next suggestion a bit better next time :frpensive: didn’t realize my grammar was THIS bad

Nah it’s debuffing those weak uncommon armor sets with debuffs. Which is bad because they’re already weak.

then just… fix the armor scaling.

The problem: People don’t always like collecting modifiers besides atlantean essence
The solution: Use boss drops and items that can’t have modifiers.

As if buffing the stronger armors wouldn’t do the same.
The issue you’re trying to convey is the power difference between weak armors and strong armors, which wouldn’t be solved regardless of if the modifiers have disadvantage or not.

What exactly do you mean buffing stronger armor. I’m saying that most of the stuff that can get those common modifiers are already weak in the first place, therefore they don’t need debuffs.