The Blacksmithing Profession (LOOKING FOR FEEDBACK)https://forum.arcaneodyssey.dev/uploads/default/optimized/4X/0/e/9/0e934a83a78f9dd3bf614de2890e73fe1c4140b7_2_1024x576.jpeg
For a sec i thought this was a talent and was wondering what you were smoking, But yeah this is a pretty good idea for a profession.
I like the idea of improving ruined weapons to a polished state too and being able to improve some of the low ranked weapons to higher tiers would let me use them effectively if I prefer it’s vanity.
you think that this is a genuine concern? vetex has been favoring strength and magic since the DAWN OF TIME. weapon builds have got absolutely NOTHING in this new update, atleast nothing exclusive to them
exclusivity is a part of the game atsp, its only a matter of which classes get what stuff and how often they get them
really cool, but it still could easily make some weapons like Sunkens overpowered (stats are bigger than you think). once that’s fixed though its fine
also we already have greases and imbues etc which can be used to upgrade weapons and skills
The iron leg/sailor fist berserker meta that’s been around since Metal Mage fell off
Strength’s natural synergy with size
Every new lost spell in relation to strength
then you look at weapons. what do weapons get? new weapons, 90% of which are just reskinned versions of the same weapon that do the same thing, with slight differences in stat allocations
no lost weapons
no weapon crafting
the most we’ve gotten so far is skill notes in that regard
even if strength is garbage in early game, its value in late game is extremely apparent
I was so dumbfounded when I realized this wasn’t a profession.
Blacksmithing is like the OG profession in RPGs, it doesn’t make sense to not have them… I really do hope the developers implement this in a future update, for this just makes the game feel way more in-tune with its RPG roots.
Thank you! As i mentioned in my other replies I will likely be tuning down alot of the weapon upgrades. When making the concept I had not personally dabbled into the full extent of greases, and as I’m writing this I hadn’t even considered imbues, so that’s also something I’m going to reconsider when i redo this idea.
Honestly this idea as a whole is pretty amazing and really well done! The only issues I see is that with it giving so many mechanical advantages when it comes to stats, even if they’re nothing crazy it would make maxing out this profession mandatory, especially if the game gets balanced with it in mind. That’s another issue as it would be hard to make the game a fair difficulty for everyone with maxxed out blacksmiths running around. Last issue I see is that this system doesn’t directly interact with arcanium weapons or other unique weapon types like strength weapons, spirit weapons (knights), artisan weapons (warriors), and savant weapons.
My proposed solution to these issues is relatively simple. As the devs are adding all those weapon types properly to the game, change this profession to where rather than adding stat bonuses it focuses on more and more advanced modifications to the utility and aesthetics of items. My ideas on abilities for a slightly less problematic profession (bearing in mind not all have to be added):
Adding gem slots to armor as you mentioned already.
Making armor pieces provide beast defense (though not limb protection) even when only appearing as vanity.
Granting weapons, tools, and armor custom names with the actual name appearing below it in smaller text.
Converting weapon types to their light/regular/heavy counterpart which changes the model size (and m1 range) as well as the stat spread as needed to be equivalent and balanced.
An advanced ability allowing you to add a gem slot to relics for the purpose of finally being able to get the spirit color you desire, even if it only heavily tints it.
An advanced ability letting you turn weapons into arcanium weapons which changes the model color for use with conjurors.
An advanced ability letting you turn weapons into strength weapons so long as the weapon is not of the fastest weapon types (daggers, rapiers, and such), which changes the model size and skill type of a weapon as well as altering stats appropriately to match.
A very advanced ability that lets you make a weapon be compatible with multiple similar skill types such as being able to use both bladed and light bladed attacks, albeit with a sizeable stat penalty.
An even more advanced technique that allows you to turn spirit weapons (knight weapons) into divine savant weapons (scales on and requires all 4 stats) and arcanium and strength weapons into regular savant weapons (scales on and requires all but spirit). These would each have appropriate changes matching the prior alterations. The reason for the separation of the two is that lore-wise it’s not like you can just add the power of any god you want to a weapon.
The reforging mechanic you suggested is still a really awesome idea, as well as the reductions to cost for upgrading and being able to upgrade stats for just tools! But yeah there’s my own little ideas that could be used to avoid balance issues and make this profession more utility-focused.
The ability to completely change the stat distributions of weapons would open the weapon floodgates WIIIIDE open, and honestly I’m not sure that would be the best idea. It’d make maxing out blacksmithing even MORE necessary than jewelcrafting already is, and people do NOT want another grind
Well they’re not direct upgrades is the thing, only sidegrades that allow for you to use your favorite weapon in a new way or convert a regular weapon into something useful for your hybrid build. Still counts as utility I think as it would all be balanced to be very reasonable and equivalent changes to stat spreads as needed, maybe even with slight penalties if it’s somehow imbalanced. Could do without the separate weapon size alteration mechanic and just stick to the weapon type alterations though, that I’d agree on. Just had these ideas because I’d personally love the convenience of say getting to turn a katana into a heavy bladed weapon or turn a really cool looking rapier into an arcanium weapon for my conjuror build.
Regardless, all just random ideas you don’t have to like them all!