View Full Version : New Evoliths
Ophannus
04-22-2014, 10:42 AM
I feel like Evoliths had huge potential at 75 but were never fully realized because they were awkward to obtain and etching was pretty obscure. Moving forward, would it be possible to add high level Evoliths, increase the Synergy cap to 100 (dev1046 Synergy skill cap adjustments) and allow us to etch certain weapons, specifically Relic Mythic Empryean weapons with augments? Would be a way to customize and further enhance these weapons in a unique way and give synergizers something to do!
For those that think Evoliths were bad/useless, they weren't THAT bad if you knew what you were doing and new where to find and obtain good ones. For example here's a good evolith enhanced weapon from back in the Level 75 cap days:
http://i98.photobucket.com/albums/l252/macrosssdf1/sarissa103.jpg
dasva
04-22-2014, 11:15 AM
I actually kinda liked the the system to an extent. Going out and killing certain nms for a specific type of augment was cool taking some of the rng out of things that makes most the augment systems suck. And etching was kinda cool and in depth (though so many things could only accept like 1 or 2 things which was fail).
As far as good/bad no they weren't all bad but it was by far mostly bad. Your example is an extraordinarely good one (well ok it's crit rate could go higher on it). A weapon made specifically for that system I might add. And even by lvl 75 standards those aren't exactly omg augments. The majority of the augments were weird stuff like that conserve mp... just for ice based enhancing magic. And as previously said most could only etch a couple of things that were mediocre. Like for rng basically you could get +12 ratt on ws for your hellfire and then some ratt vs specific mobs on the armors and that was about as good as it was going to get for you. Or - cast time but just for 1 type of magic and 1 element of that type.
If they do do it again and plan to actually make it good they need allow more things to accept more types of etchings and make them alot less specific in the bonuses. No mob family specific unless it's epic, no element and type of magic specific unless again it is extremely powerful. etc
Ophannus
04-22-2014, 11:40 AM
Usually Random Augments are more powerful than augments which players can select. That being said, if we can pick and choose the augments but have limited slots/capacity, they could introduce evoliths with augments similar to that of Skirmish Augments albeit a bit weaker. If they made them specifically for RME weapons and Delve Boss weapons though, they could make them job specific boosts rather than generic +ATK/ACC etc.
dasva
04-22-2014, 01:09 PM
True generally though I kinda like how the abjuration system did it. The types of stat(s) were set (sortish on the old abjs) and you were mostly trying to max them. Even the evolith system had some randomness. Sure you could pick stats (once you knew slots and nms etc) but still had to kill a few times to get max often. That on top of like you said limited slots/capacity (though hopefully nowhere near as limited as it is now at least in types) which should allow them to put power comparable to modern stuff. Just worried they wont since last time the put really crappy for the time stats. And yeah I would love job specific or at least more role specific stats. I loved the idea of the 2hr recast ones... shame it was only a couple of minutes and only on 1 peice of gear. Enhancing job abilities/traits!!!