Lemming wrote on Oct 1
st, 2015 at 10:04am:
It starts to get stupid to be honest. Exceptional, insightful, quality, competence, spooky and so on. It is like having bazillion ingredients in this game knowing that the majority is useless and the rest is part of some crafting that will be never expanded, only replaced by some new one making the old one outdated and useless too. Or like in the case of old Mabar completly screwed over.
I tend to agree with a list like:
Exceptional, Insightful, Quality, Competence, Profane, Alchemical, Mythic, that is enough. You could cycle through them and offer slowly increasing levels on new gear create an ability for each to gain power at various levels of the game.
Exceptional: Starts at +1 at level 20 and gains +1 every 5 levels up to +3 at level 30
Insightful: Starts at +1 at level 10 and goes up +1 every 5 levels to +5 at level 30
Competence: Starts at +1 at level 18 and goes up +1 every 6 levels to +3 at level 30
Profane: Starts at +1 at level 20 and can get to +2 at level 30
Alchem: Starts at +1 at level 16 and goes up +1 every 7 levels up to +3 at level 30
Mythic: Starts at +2 at level 24 and goes up +1 every 4 levels to +4 at level 30
Base: +1 to +13- Level gains all fucked up, right now, but go with. 1,3,5,7,9,11,17,19,21,23,25,27,29
7 different type of stat boosts. 6 stats. That is 42 different types of boosts you can put in gear every few levels.
Then you have tons of options for item bonuses that slowly ramp up and don't necessarily all invalidate each other every few levels or offering the same stat bonus repeatedly at one level. How many orchard items give +11 dex, for example?. But, they can't do this because it would require reworking all the gear. In order to do this, you would need to plan ahead with your loot and have a road map that loot designers were following with an end in mind. Rather than knee jerk reacting to whatever is the "hot" idea du jour.
I'm sure there are flaws to my above idea, but I threw that out as a brainstorm in 5 minutes.