I've recently asked this question to the guys at ncsoft and following their suggestion i'm posting this tread to know what you guys think of this.
Would it be possible to have the Guildhall Weaponsmith actually do something ? For instance he could make a non inscribable weapon/item inscribable. Or if you own a shield that req. tactict he can convert it to req. strenght (for a fee). We already have to pay for the guy to show up in there. And what if we could pay an extra i don't know 50k to grant him the ability to inscibe weapons. Add another 100k to give him the ability to switch req. of and item/weapon/shield. It would be nice if he could render himself more usefull and worth being there in the first place.
Guild Hall Weaponsmith
Denizen
tenshi_strife
this has been suggested before but i still /sign
it would also be nice if he could actually craft weapons of a skin of the guild leaders choice *but not rare skins cause then they would be worthless*
it would also be nice if he could actually craft weapons of a skin of the guild leaders choice *but not rare skins cause then they would be worthless*
Sol Solus
If he could make unmodded max AL shields with your guild cape silkscreened onto it, that would be something worthwhile he could do that wouldn't upset game balance.
Patrick Stealthwind
do we rly need the market to crash any more thanit already has? sorry, but /notsigned
MagmaRed
/signed, but not for your full idea.
Making him do more would be very nice. However, changing the requirement of an item can't happen. Currently, there are shields that only come in one requirement for a particular skin. This would allow people to use that skin with a different build.
If he could craft 15^50 and +5 energy weapons of generic skins (like the armor crafters in certain cities) it would help. Customization is rather weak for his only use.
Making any weapon inscribable allows people without Nightfall to get inscribable weapons, without trading with another player. Don't see that happening either.
Use basic skins (Cleaver, Warhammer, Shortsword, Tall Shield, Suntouched Scythe/Spear, and Dirks) and let him craft them with your choice of 15^50, +5 energy, 15/-5, or 15/-10.
/signed for more/better options
/unsigned for most of your ideas
Making him do more would be very nice. However, changing the requirement of an item can't happen. Currently, there are shields that only come in one requirement for a particular skin. This would allow people to use that skin with a different build.
If he could craft 15^50 and +5 energy weapons of generic skins (like the armor crafters in certain cities) it would help. Customization is rather weak for his only use.
Making any weapon inscribable allows people without Nightfall to get inscribable weapons, without trading with another player. Don't see that happening either.
Use basic skins (Cleaver, Warhammer, Shortsword, Tall Shield, Suntouched Scythe/Spear, and Dirks) and let him craft them with your choice of 15^50, +5 energy, 15/-5, or 15/-10.
/signed for more/better options
/unsigned for most of your ideas
genofreek
/signed for Magma's reasons. As it is, my guild has ignored putting in a Weaponsmith because it's essentially useless.
gameshoes3003
/signed
Just make it like the max weaponsmith at the high level cities.
takes a crap load of materials and 5k whoopee.
Just make it like the max weaponsmith at the high level cities.
takes a crap load of materials and 5k whoopee.
Div
The crafting of weapons is good. Otherwise he's basically used as a merchant to sell to...
Not the changing req idea though...
Not the changing req idea though...
Yawgmoth
The Guild Hall Weaponsmith can already do a thing no other Weaponsmith in game can - customize weapons found in PvE or in HoH chest to be used on PvP characters! Got that nice Wintergreen Bow and want to use it on a PvP ranger - this guy is the only way you can get the +20% bonus for it.
Also he's a cheaper Merchant for quick selling crap. I find him already very useful.
Giving him ability to craft basic stuff like MagmaRed suggested would make sense, looks like some reasonable extra functionality, not unbalancing anything. I like the idea.
For some, it could be a way of bypassing the need of getting to a crafter somewhere far away, like at the end of a campagin, but at this moment it shouldn't be a concern at all.
10k for this NPC would be an even greater deal, just think about the absolutely useless Core Skill Trainer (50k)
However,
/not signed
to giving him economy-unbalancing abilities like switching req's or making things inscribable.
Also he's a cheaper Merchant for quick selling crap. I find him already very useful.
Giving him ability to craft basic stuff like MagmaRed suggested would make sense, looks like some reasonable extra functionality, not unbalancing anything. I like the idea.
For some, it could be a way of bypassing the need of getting to a crafter somewhere far away, like at the end of a campagin, but at this moment it shouldn't be a concern at all.
10k for this NPC would be an even greater deal, just think about the absolutely useless Core Skill Trainer (50k)
However,
/not signed
to giving him economy-unbalancing abilities like switching req's or making things inscribable.