- How on-hit effects are blocked by armor/defenses
- Public dev forum's unused/rewards. Companions are closed. Most magic's bad. Neutral guilds/guild perks. Old guild perks still usable, qs on Discord of w/e.
- "Battle mod"
- Many active people, doing dozens of quests. They don't have customs/custom storyline.
- Rune Event. Weapon mastery scrolls/Quivers unused. AC is stealth edited and confusing still
- Lower grade items useless, I think Kon's solutions/among other things to cull them's a good idea
- Weapon mastery does/doesn't stack with normal fight rewards. Weapon mastery is done in the statistics sheet.
- Spell template requirements, as they're inconsistent. Spell circle color, size, dmg, etc. Item spells don't have these requirements (though it's assumed the spell circles appear? for example).
- Summon enhancements (Poro, Keita very active)
- How starting a race is bad/confusing, you should buy it for an alt first.
- Buff/debuff order
- Spell durability for non-offensive/defensive, if you're affecting someone else it should be interruptable in-transit, that's it.
- Hiding appearance IC.
- Feels like a year since a guild raid.
- Flight having acceleration
- Old/new offensive knockbacks aren't allowed. Knockback being supplementary spell-type at base, as it's an enhancement for the other spell-types.
- Many things are locked in shop that shouldn't be. The "this item is now available" post staff's made before causes confusion.
forge
- Spoiler:
- People like League, like Tarots, so make a Smithy (Runes) Reforged or somethin instead of Forge. Have a Limited list. Release with a new Storyline system.
-Same charts, name, effects list, and point system? Naw, people dislike it. People dislike all the math, it has the most on-site from "points". I'm not a fan of system writing, but Forge is way too much as it is.
-As the new Forge is rn, it's minor changes to what's completely wrong. People will still be anxious that they'll be randomly nerfed, and Forge will still make people hesitant. Maybe add a period of time where people don't have to change things.
-People have 250 posts, ability to do storylines (equally confusing), but they aren't making customs happily. The effect names themselves are confusing (as they align with rarity, when they really don't).
-No need for charts, this just makes the page longer to read. There's no need for ranking the effects, this is something that completely turns off people. It's being unnecessarily informative and restrictive, it makes regrets far more transparent. It makes people indecisive to use customs. People already did the work to get the custom, they don't wanna get burned through review.Runes Reforged
Whether completing a custom storyline, completing 250 roleplay posts for the first time or as a reward from an event on the site, there may come a time where characters gain custom tickets (ranging from Unique to Mythic). Those tickets can be brought here, where characters can create their own custom pieces of equipment. Perhaps the final piece of your build will come together with this items, or perhaps this will simply make your already impressive character even stronger. Be sure to read over the regulations regarding creation, and feel free to look over the suggested Limited Traits if you're looking for highest limits.
Smith Regulations- When first creating your customs, The user needs to create a topic in the Smith forum with the following title: Guest's Smith, which will hold all of your customs and custom summaries.
- The first post in the topic must be: I am Guest and this is my Smith.
- Smith Regulations cover the custom creation, this includes Weapons, Helms, Armors and Accessories.
Custom Details - Item Traits: Each Custom has a preset amount of Effects and Spells. This amount is 3 spells, and 3 effects. The amount of spells and effects can be traded between each other (such as trading 3 spells for 6 effects instead).
- Effect and Spell Traits: Effects and spells must be related to an example in the shop, even if done loosely. This is reflected in linking to an item in the template. The item cannot be a Mysterious Merchant or Thematic. Spells cannot be related to Limited Magic.
- Numerical Effects: Attribute bonuses are comparable to buffs and each take an effect slot. Attribute bonuses are capped to +20 for each effect. Non-stat numerical effects are limited to +10 (m/s speed, range, etc), including percentages like 10% to jewels.
- Two Handeds and Drawbacks: Two Handeds and Drawbacks can each give an additional spell or effect once each. This applies to ranged weapons as well. Drawbacks must match in severity, and can only be used to gain a single additional spell. For example: 1 additional S-rank spell can debuff the user by 160 Strength. Drawbacks are not required, even for heavy items, as they are considered custom form-fitted.
- Damage and Durability: Every custom has a base durability and damage of 1x A-rank. 1x A-rank in damage is +60. Sacrificing a spell or effect can give an additional 1x A-rank each.
- Rarity: Unique Customs cannot have S-rank spells or Limited Traits. Legendaries receive 1 Limited Trait. Mythics receive 2 Limited Traits. Limited Traits can be applied to one spell or effect.
Limited List
As for Storylines, the only way people do more of those and there's a balance is for the WC system to be dissolved. Storylines themselves should be renamed.
Limited Traits- Increase Cool-down on Spells on strike (This must be applied to a weapon.)
- Bind on Hit, Blind on hit, Mana Burn, Life Steal (Equivalent to Rank) (This must be applied to a weapon.)
- Auto hit spell (This must be applied to a weapon or relic.)
- Damage over time for one rank lower, must be sustained for the same cost. (This must be applied to a weapon.)
- Double Damage to Specific Race. (This must be applied to a weapon or relic.)
- Universal Fear Immunity. (This must be applied to a relic, armor or helm.)
- Damage Return (Equivalent to All Damage) (This can not be applied to a ring or necklace.)
- Minor Resistance to Magic or Physical Damage. (This can not be applied to a weapon.)
- Knockback immunity. (This can not be applied to a weapon.)
- Debuffs apply for one rank lower to the user. (This can not be applied to a weapon.)
- Advanced Armor Piercing (Half damage applied to the armor and the user)
- Spell Nullification (This must be applied to a weapon.)
- Immunity to Debuff - One Stat type (This can not be applied to armors and helms.)
- Increased Durability to the user - Max item durability (This can not be applied to armors and helms.)
- Access to the Off-hand slot for classes that can not otherwise use the off-hand slot. - Relic Effect Only
- The user's Item Debuffs to Buffs (This can not be applied to armors and helms.)
- Mana Cost Reduction on Items
- Mana for Damage Taken (This can not be applied to armors and helms.)
Banned Effect List: While members can use a large number of effects from the shop there is a number that can not be obtained as a custom item. This list is not all-inclusive with other effects subject to being denied even if they are not on this list.- Ability Nullification
- Vital Hit immunity
- Spell-based/Ability based Debuffs to Buff
- Ranged Physical Damage
- Immunity to Elemental Damage
- Summon type Spells.
- Mana to Stats
- Clones of any type.
- Multi physical attack abilities
"Dungeons" should really just replace it, though people don't have to necessarily go into a dungeon. Making lore changes should be pushed by having people make quests/do dev work.
Grading/quality based instead of word count based could be better for "Dungeons"/Storylines. More PC interactions. Long word count storylines should have their quality parts keyed out on turn-in. This'll all make lore changes more acceptable during grading too. - When first creating your customs, The user needs to create a topic in the Smith forum with the following title: Guest's Smith, which will hold all of your customs and custom summaries.
General Intro Disclaimer
CTRL + F or w/e shortcut you have to search the page. I might sort this later, might not. I'm not really lookin for a middle ground, these are just my opinions for discussion. Above, middle, lower, it don't matter to me what's implemented. Free work reee.
When I look at items, I think of a few things:
Firstly, is this usable for fighting?
Is it needlessly expensive?
Is it good for it to be expensive site-wise since people will buy it anyway?
Is it something I'd use for a while even if it's lower rarity?
Is it appealing?
Does it have a good picture?
Has it ever been purchased and used?
If something's unused when so many people have seen it, why not?
Can I abuse it, has it ever been?
"Unused" refers to the last time a high-tier item sold to someone, and how they used it for a while after (like months, made it part of char).
Relics
Captain Paranoid's Bracer: This should be made clear that it's for PC or modded NPC.
Flask of Elixir: Never bought as it's useless. If it was S-rank buffs, sure.
Hermit's Ward: Boring, niche but useful. I'd include that it can make you scentless, since that's a rare effect on-site.
Magic Darkglasses: Never bought as it's inferior to every other sensory effect and widely available.
Magic Glasses: I like these.
Magic Sunglasses: I'd see these more if they were just an option under Magic Glasses.
Stonerang: Release the stone, let it be free. Give it 0 cooldown.
Balor's Might: Usable
Bolting Boots: Seconds are unholy for "Combat RP". No point in referencing them, no point in relying on them in a reduced fashion.
Dorothy's: It has little purpose. People don't mind closing their topics, or using other travel perks on-site.
Eshiga's Rage: Shield meme builds by Eshiga are possible, but I don't think many things should be limited to Adventurers since they're so few. I'd just limit Eshiga's to being used on items less than Legendary in rarity.
Hermit's Pipe: Spells
RK Pendant: Has RK taken seriously, don't see point to changing
Coil Items: CD reduction isn't good since Overheat is removed besides Punisher. I can see these never being bought due to Adventurer restriction.
Soul Ether: A custom, it's locked. Compare to the legendary medium head.
Vaulting Boots: Tis fine
White Flag: Can be funny, but I don't see it being used unless you can use it on your willing allies
Nevermore/Dracula's: Do the same thing, dunno why to get these, certainly annoying if attacking. I don't see Nevermore being used any time soon.
Elijah's: One of the best legendary relics.
Exercise Shoes: Defunct due to buff changes. It partially works still, can use 1 S-rank speed buff as Berserker for 480?+ speed.
Explorer Belt: Overtuned yes, since you're simply a superior grinder over others if you have this/Greed's at the start.
Lerzar's Glove: This is a funny idea lol, but besides pulling yourself it's not usable much. If you could steal someone's item with it, that'd be entertaining.
Magic Radar: Absolutely useless. Invading doesn't need much reason to begin with.
Magnetic Resonance: Flawed, and people metagame.
Magnetite Stone: Should be written it doesn't work on tiers, and if like Nine Heroes will the tiers be +100 speed instead.
Eye: Fluff, fighting-wise it just lets me sense mana in usefulness
Switchblade: Should be able to throw it.
Yeti Brace: The people pursuing this path will be going for high strength anyway, so this is never purchased.
School Bag: I don't see this being used ever, similar to Requip. Here's a sample effect: The user gets a copy of ____ item(s) they can use, with separate cooldowns. Give nerfs, just make legendary, since it's a jewel sink regardless.
Wrench: Will never be used in combat.
Zeke's Cross: It has the Hunter Fear Immune, but I still think it should be eligible for Hunter discount.
Necklaces
Slayer's Necklace: You're an abomination that can get nerfed. It's 2 slots when races aren't that worth, dark races also have weaknesses.
Amulet of Wild Speech: Release the furries, let it work on magical beings beside special NPC, and can't use on your own companions. Wasn't there an item for your companions to speak? Good jewel sink. Feel like it got removed tho, should be made more visible with companion updates.
Other Rare Amulets: Never buy
Amahl's Mastering: Negates your own spells, sustains only, stops spell spam. The essence of balance.
Balor's Oculus: Buying a spell isn't appealing, this is actually a flaw ranged weapon items have too.
Eshiga's Wall: I feel like this should be allowed for any class anyway, for the memes, as it has little effect.
Headhunter's Keepsake: If someone's hit directly in the head by something with high damage, that's a vital hit.
Sashes: Never buy, should be reposted
Resist Necklaces: An actual option, balanced
Debuff Immune Necklaces: Bone Ring/debuff immune was available before even stronger, people didn't buy it. Debuff immune is only useful if you're letting yourself get hit already.
Millennium Puzzle: Maybe make a lesser version of this, to encourage necklaces.
Millennium Talisman: Likely the best necklace
Synergias: Buying this means you've made a mistake and you're committing to it.
Rings
Pocket Dimension Ring: Nice and balanced, a mini-Requip.
Transform Rings: Balanced, but easy to not see.
Youth Ring: Never bought, should be able to be any range imo. Even a few years before what char app allows.
Cooldown Reduction: It's only good if it's flat, people don't need nor want cooldown reduction in most fights.
Eshiga's Guard: It could be available to all classes, but only under legendary.
Gheed's Greed: Overtuned, as it makes a couple grinders better than others.
Bone Ring: You'd have to be getting hit by debuffs first.
Companions
Salem: Should have it's null mana cost changed from 400, or removed entirely I guess. This is an old pet, but it's not really OP.
Avispa: Will never be bought, gets swatted to death.
Puck: Not good for it's rarity.
Element dev companions/Digimon/lower grades like Adis: I'd never buy them, like the thematic helmets, but I can see other people doing so.
Nopons: Similar to above. My idea's to have it so the stat bonus can't be debuffed, this is a form of debuff immune people might actually get.
Munnin/Huginn: These don't pan out well, people metagame anyway and meet to social without it. Should be able to summon them.
Carla: Danger sense doesn't have much purpose in fighting, it should be made so it can respond to auto-hits like some item spells.
Stray Thoughts
Shields are high rank or bust.
Mysterious Merchant
I don't think as many people are buying/trying MM as should with their jewels. Odin abstained entirely. The reason is that vast majority of the MM is useless or unfitting of chars. Even tho MM's unlisted in shop changes, they should be.
Heavy Armor
Kendo/Training Items: Add that fight WC requirements are reduced. Could also give fight jewel bonuses.
Weapon damage bonuses: Idk if these are able to be debuffed. If they aren't able to, they'd be viable. As another suggestion, make it so when they clash with other weapons the other weapon gets their damage reduced.
Gruzmock's Chestguard: An interesting effect, I feel like some armors don't need to be tied to Adventurer unless really high-spec though. This should be buffed in a different way than it is rn.
Heavy Dwarven Armor: This is unique, and Guan Yu has similar. Knockback immune isn't that great, most people don't realize spells don't necessarily knockback since that's a specific effect. I don't think anybody "uses" spells that knockback currently.
Mercenary Vest: Both people went inactive, perhaps there's another way to have a bounty kinda armor. Also, needs to include contracts.
Volatile Core: Amusing effect, people buy it cuz it's fun.
Defender Armor: Far too niche for a legendary, will never be bought.
Visnar's Mail: Should be full reflect, I believe Forge works that way.
Guan Yu: Shouldn't ever be nerfed.
Armors are supposed to have more than (Bone Ring), by Forge. There's a unique armor and dagger that give the bind+knockback immune, they add up to way less than Guan Yu with a tier reduction.
Debuff immune was "strong" but NEVER used, it was also only strong with full debuff immune (like to Fear etc all in one sentence). It was only strong because it was ruled for a time debuffs autohit. Erebus thought that's still the case too.
Guan Yu was Legendary in dev, it's been unbought until Kenzo impulse bought. It's limited to Adventurers, and it's the only Mythic armor on-site, it's a great jewel sink.
Light Armor
One word: Boring. Okay, but also too niche. They're predictable, and White Dragon Coat wasn't bought for years. The effects could be more interesting if they're enhancement-based.
Medium Armor
Legendaries: Medium armor's generally fine to me, but the legendaries will stay unbought. I think Elder Hunter's Coat is good, but there might not even be any Hunter weapons with spells.
Headgear
Lots of them are gimmicks, but only heavy headgear's really bad. The heavy headgear are bad aesthetic-wise. Guan Yu's is 5m at base for 500,000J effects.
Lerzar: This doesn't really appeal to the furries. Invisibility is widely available on-site. Summons are weak on-site already.
White Vizard: I'd only consider this if it was legendary. Takes up a slot for minor buffs.
Thematic Monarchs: Combat-wise there's not really any effect where I'd want these ever. Maybe if they had a unique effect/spell theme of some sort, but they're just cool-looking regrets.
Ranged Weapons
Ranged weapons are unusable as they're situational, stacking's easy to nerf, mana-dependent, nulled, need specific speed, one motion at a time, your own spells can clash to fade out, and melee attacks uncapped. Yes, people buy them sometimes. It's fact ranged weapons haven't been effectively used over years of existing. They're weaker than spells. Many of them are limited to Adventurers (which is just sometimes Kenzo/Ikazuchi/Nuala really in terms of B+ commitment). This is all why Quivers are unused too.
Nine Heroes
No one likes seemingly. Tempris got Jeanne really early and it's good, but that's it. Kenzo reclaimed and Morrigan's was dropped after Odin's physical weaknesses stacked. Morrigan's has the Inferior portion that needs to be replaced. Midas has highest dmg on site probs. All indestructibles should be removed. Rework them all at once.
Axes/Spears
Axes/spears are mainly Two-Handed, so it takes a slot for many people, and for not much difference. People don't want the MM Ruyi "spear" for staffs. It's too weak for a non-mage. Spear mythics have requirements, Destiny's only merit is the stat increase. Guan Yu is worst than most legendaries and was legendary in dev.
Dhuraindarin's: never been used over years and limited to Adventurers, 4m for one effect when the axe just gets broken.
Frying Pan: is effective but a meme so not something people keep.
Mjolnir: has requirements but a weak autohit for 4m. When I say 4m, I mean that's the normal discount.
Staffs
Uncommon to rare staffs: These are unbought as cooldown reduction is useless without an Overheat-like effect. Even with Overheat, you'd want the higher rank cooldown reductions.
Unique Staffs: They have the similar problem, but have some more spells. People don't want to buy an item for one spell though. For a fun theme, staffs could break spell rules a bit, like the C-rank flight spell. There should be something better than one spell and cooldown reduction though.
Guitar: Too restricting, though can give 480 buffs.
Architect Frame/Ouroboros: Doesn't appeal to support characters, the random chance doesn't have real payoff.
Dawn Rising: Actually good, but confusing.
Kalaurops: Too restricting, just give a bonus to those races instead, but allow humans to use it.
Elder Sage's Staff: This is not what I think of when I think of "master mage staff". Overcharge is easy to get through many ways on-site, and Mimic Magic is better but people don't get that either. A "master mage" effect to replace could be something like better/additional enhancement(s).
Fire of Prometheus: The wording is confusing and inaccurate to it's effects. Blazing Torch doesn't increase Unending's Flame's effect when the wording says it does. The second effect by how it's written should be free of mana. Overall, the value of this item is that it makes offensives sustained and 1 rank higher.
Gambanteinn: Just as a thought, these class-restriction items shouldn't be. I think some items should also be able to copy classes, like Spellsinger/Howler's ability to use self-supplementaries on others.
Staff of Ainz Ooal Gown: Tis fine
Swords
Hunter items should be buffed.
Wasserspeier: Knock it out of someone's hand or break it and it's useless.
Daggers
https://www.fairytailrp.com/t58663-silent-blinding-cutter-daggers-fists
Daggers are unused as they're simply blocked or broken. Fists just have few items. Cain's Curse has never been used over years. Dainslef is crippling yourself for life steal you can get normally.
Last edited by Raeburn Gamebell on Thu Sep 30, 2021 6:11 pm; edited 2 times in total