Professions as they are right now are somewhat detached from the gameplay aspect of NordInvasion. They are important in their way, because you need them in order to craft equipment, but they do not influence the fight directly. My idea is to give them more significance, by giving proficiency and skill boosts depending on your crafting level.
IMO this idea makes sense, because when someone is an expert in making something, he usually understands how it works, and how to make best use of it. It does not mean that every blacksmith is an expert fighter, but when two fighters meet, the one who knows his tools better will be at advantage.
By this logic:
-The Blacksmith makes weapons and shields, so he should be more efficient in using them (weapon proficiencies and power skills bost).
-The Armorsmith makes armors, so he should gain armor and shield skill bonuses.
-The Alchemist is a combination of a doctor (healing kits, herbalism, resurrection tome) and an engineer (barricades, explosive barrel), so he should have his Athletics and Ironflesh skills increased.
This would allow for better customization of PCs and make them more fit to the role a player prefers to take. For example:
If you think that this boost would be unbalanced with classes as they are now, you could lower all skills, so by crafting level 7 they would be back to normal. This way skilled crafters (lvl 8-14) would be at advantage, while players who do not craft or craft sporadically (0-7) would be at disadvantage.
With this game mechanic implemented, you also could manipulate the boosts to keep balance between professions. For example, right now it's more difficult to level a blacksmith, so you could make the boosts more significant in order to make this profession more worthwhile without breaking the market by manipulating recipes.
I hope you like the idea, and we will see it implemented .
IMO this idea makes sense, because when someone is an expert in making something, he usually understands how it works, and how to make best use of it. It does not mean that every blacksmith is an expert fighter, but when two fighters meet, the one who knows his tools better will be at advantage.
By this logic:
-The Blacksmith makes weapons and shields, so he should be more efficient in using them (weapon proficiencies and power skills bost).
-The Armorsmith makes armors, so he should gain armor and shield skill bonuses.
-The Alchemist is a combination of a doctor (healing kits, herbalism, resurrection tome) and an engineer (barricades, explosive barrel), so he should have his Athletics and Ironflesh skills increased.
This would allow for better customization of PCs and make them more fit to the role a player prefers to take. For example:
Class\Profession | Blacksmith | Armorsmith | Alchemist |
Commando | Slasher | Shielder | Brawler |
Sharpshooter | Damage oriented | Survivability oriented | Precious athletics boost |
Sniper | Damage dealing oriented | Survivability oriented | Kite oriented |
[b]Pikeman | Slasher | Brawler | Kite oriented |
If you think that this boost would be unbalanced with classes as they are now, you could lower all skills, so by crafting level 7 they would be back to normal. This way skilled crafters (lvl 8-14) would be at advantage, while players who do not craft or craft sporadically (0-7) would be at disadvantage.
With this game mechanic implemented, you also could manipulate the boosts to keep balance between professions. For example, right now it's more difficult to level a blacksmith, so you could make the boosts more significant in order to make this profession more worthwhile without breaking the market by manipulating recipes.
I hope you like the idea, and we will see it implemented .