The Blacksmithing Profession (LOOKING FOR FEEDBACK)

The Blacksmithing Profession (LOOKING FOR FEEDBACK) https://forum.arcaneodyssey.dev/uploads/default/optimized/4X/0/e/9/0e934a83a78f9dd3bf614de2890e73fe1c4140b7_2_1024x576.jpeg
effort 4.9 10 quality 4.333333333333333 9 reasonability 2.777777777777778 9

Since full release dropped, I had an idea to create a blacksmithing profession that would expand on the things a blacksmith can do, much like other professions and their shop counterparts.

The idea with this concept was to add slight upgrades to tools and weapons, ideally to help players early on who don’t have access to better tools and materials. With weapon/relic upgrades, I tried my best to find a way to make them seem not COMPLETELY busted and necessary to the point that its a must-need of a profession for most players. I also wanted give a reason for non weapon/relic users to invest in this profession, so I added some armor benefits alongside the tools.

As for it’s mastery upgrade, I thought it would just be really cool to restore items that are decolored and ruined. The upgraded stat’s aren’t that great, it was mostly just a concept to benefit vanity and reward anyone who decided to get to that level. I tried my best to keep this concept in line with the things the other professions could do.

Finally, this is just a rough draft for my concept. I want to get some more feedback on what feels balanced and appropriate from a larger sample of people before I revise it, so please let me know what you think of the concept.

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Some additional information I didn’t have a place to add in the main posts:

-Yes, I know shovels are all direct upgrades in terms of how many times you need to dig to uncover a treasure, and that it’d be essentially useless on higher tier shovels. So, maybe the sligtly upgraded ones could have a chance to count one “dig” as two, or have it boost a new stat for shovels that increase the speed at which you can dig again.

-While the tool upgrades were mostly designed for ones with stats, some other concepts I had would be the ability to upgrade torches and lanterns, to maybe give off more light, or maybe reduce the stamina drain or speed of the glider.

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The biggest issue I see here is that the profession seems centered primarily on weapon and spirit builds, so strength and magic don’t have nearly as much of a reason to use it

Also, we don’t yet know what warrior’s 2nd awakening will actually be, but it’s entirely possible it’s what the idea suggests

i really like all the effort put into this and its not really a bad suggestion whatsoever…

but dear god, i dont need yet ANOTHER thing to grind for and do to have a maxed build. god i miss being able to get carina armor pieces, put strong on it and it was pretty much optimal.
thats just me though, im lazy and really dont want to invest time into getting the best items anymore

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first we need professions to be fun.

other than that, reserve the weapon and spirit stuff for later, and only give this to armor.

I think maybe it should act as a modification system, rather than a straight upgrade system. That way, it’s less of a requirement to grind.

2 Likes

really nice profession idea. Level names could get some edits and stuff to them, some parts don’t make sense.

Thank you for all the feedback so far!!! In hindsight, I guess I jumped the gun at the idea that a blacksmithing profession SHOULD include a lot of weapon upgrades, but I’ll likely tone them down into maybe one or two more focused upgrades only. Instead, I’ll try to focus more on tool upgrades as well as armor. In addition, I’ll include a better graphic for showcasing modified items.

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Just spit-balling here but here are some other ideas:

  • Blacksmithing could instead be used to make copies of items you’ve already found using ore and other materials, which would be great for alternative ways of getting rare weapons and armour
  • Could allow you to build ship parts with materials rather than paying a builder and requiring a blueprint
  • Blacksmithing could let you change/alter shovels and fishing rods to different tiers and types, like turning a wooden rod into a bronze rod, or upgrading a golden shovel into a platinum shovel
  • Later profession levels could allow you to FINALLY apply modifiers onto armors yourself without relying on RNG (drowned, blasted, sandy, etc.)
  • This could also extend to the modifiers on enemy tower gear
  • The highest level(s) could allow you to make armour from scratch, averaging out the stats of the combined armor pieces into something your own (though this might be seen as grindy)

People are upset at how long professions take to progress just to have that last bit of power they need, so he majority of these ideas are aimed more at player convenience

REALLY love the graphics you made for the suggestion, and I recommend creating a second post rather than editing this one if you’re going to make drastic changes.

A new post would have a much better chance at gaining traction, though maybe wait a bit for this one to lose attention

Yeah, I think you’re right, ideally, I want this profession to be useable and beneficial to all classes, So I think I’ll tone down the weapon upgrades, as I said in a earlier comment. Thank you for the feedback!!!

Yeah, Alot of the explanations for how some of these actually work and appear on screen I had to cut out because I just wanted to get some of the base ideas out for feedback. In a later time I’ll revise and reframe parts of this to be easier to understand.

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Thank you for your feedback and compliments! Yes, I plan on making another post at a later date that will revise a lot of these, as I wanted feedback to refine the concept. To answer some of your ideas:

-I also had similar ideas to being able to control modifiers put on armor, I’ll think about that as a late-stage profession tier, since I’m planning on reducing the focus on weapons/relics. If I were to approach this, I think a good way to make this work alongside modified gear and chests (which are already kind of redundant), is to allow players to “melt” modified gear of a similar type into an element that can be applied into a armor of their choice, giving a more bit use to random modified gear beyond being sold. (As i write this, I start to like this idea more and more, I might use it to be honest)

-Ship upgrades were also an idea I was thinking about for what blacksmithing could do, but I think that ship upgrades and everything around them could constitute a entirely new profession on it’s own, lol (maybe I’ll think about that concept a bit more when I want to make another profession)

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At some point we might might just be capable of becoming a boss ourself (Omen set is already in that direction with its crazy health)

First of all, I love the graphics! My only concern with this suggestion is it raising the amount of grinding you have to do to get the best gear possible.

Yeah, thats true. Jewelcrafting is already such a “necessary” profession, So I wanted to try my best to make it so these upgrades (at least for armor) as minimally necessary for most players as possible. But even so, keep in mind that the blacksmithing profession wouldn’t really need to be done so “out of the way” unlike a lot of the other professions, since upgrading is already a big part of what the player does. Additionally, unlike food, brewing and jewelry making, the only real limiting factor for this is money to upgrade.

This is all to say that in my eyes, the blacksmithing profession shouldn’t be that much of a grind.

Regardless, the I will be reworking some of the stuff, as this was a concept phase for the profession, hopefully so that maybe it expands player control over their items rather than flat weapon & armor stat increases. Thank you for the feedback, and thank you for the compliments!!!

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honestly, i’d still use blacksmithing even as a mage, so i can get good stuff onto my other files and be able to craft better armor for my mage file.

really well made but the level ten talent is already planned for warrior 2nd awakening (but just for weapons i think)

this would be nice if it werent for the exp falloff professions get while leveling

If I had to think about it, blacksmithing would likely have xp gained determined by the level of the armor being upgraded, so you’d get more xp from upgrading armor that is 100+, compared to ones that are 50+. Hopefully this makes it scalable.

honestly decent concept and a TON of efford behind it