I agree.
Area Mastery and Area-Weapons:
Area-specific gear seems like the next step in making it to where the game has longevity, and crafting would be a route to force that to be a mastery topic. (e.g. - You've beaten the area and bosses enough to craft gear they drop into gear to kill them more quickly.)
Torch:
Rangers and mages would benefit greatly from a "Torch" replacement since Flaming Arrow and Flame do not have the modifiers they would in a more sophisticated system. Sadly, it seems very doubtful since rangers get a lot of bias against them since old times had them OP and PK-focused.
Mana:
I think another concept would be to have more monsters drop mana. The sprinkling of gold-swap drops around the game has been a nice innovation, and I think players have gotten used to them enough for it not to be making tons of litter, but Short Swords, Spider Venom, and some others still seem too frequent for the low value and inventory space. I'd rather see large mana drops off training monsters so that mages and clerics could have more sustainable training.
This would better balance mana-users in training, especially in areas that require keys or longer trips to reach. It doesn't boost their damage or speed - just ability to participate by having mana be less of a constraint.
Mana drop recommendations: Pygmy Statues, Torturers, Modern Art Sculpture, Demonic Soldiers, Tomb Spirits, Skeleton, etc.
Of these, I think the area-specific weapons would be the best addition. In my opinion, more multipliers make things more fun to make, and I think more crafted gear extends the game well.
You can also adjust which classes can use the weapons as a way to support class diversity, training, etc.




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