Weapons like demon axe, crimson lance, etc, have a small drop rate chance (0.5%) but have no real impact, should they be considered to have a smaller drop rate and/or a proc or should they remain unused?
Improve low droprate weapons?
🇷 - Marking as under review for now while team investigates further.
Great idea. The goal was always to make unused trash items useful in some sort of way. However, since the server has been out these items are on the server. If I get the time to adjust these items we would create new ones and add them. Based on our current weapons what suggestions would you have to make these useful?
Easy: Give trash weapon procs of debuff spells or special skills:
Weapon break
Darkness
Weakness
Slow
Earth-bind
Triple arrow
Etc...
But, this needs to be very well balanced, with very low rate and subjected to rare stats, example int/cha on knight or str on mage.
The idea is give the weapon a chance to be used, but not turn the weapon a gamebreaker.
I played heathstone during years, they usually nerf/buff cards with low changes, most time a low change is big enough to change the meta.
Maybe if I was in position to add a proc to a weapon, I start in 1/1000 chance to proc and then I slowly increase/decrease the chance and power depending on how the players use of the weapon.
Another option is add some weapons a bonus where the weapon helps using the skill. Example:
Shoot Bow - Reduces triple arrow mana cost 10%
Staff of fire - increase 5% fire spell damage
We agree with the core idea that small changes can sometimes have a surprisingly large impact on shifting the meta and making forgotten items more interesting. Effects like reducing mana costs, improving spell efficiency, or giving niche utility are especially interesting because they can create unique identities without necessarily becoming mandatory.
That said, introducing new item behaviors, procs, or custom interactions in Lineage is more involved than it may seem. Every new mechanic requires design work, balancing, testing, asset limitations, implementation time, and long-term maintenance. Because of that, we try to be very intentional whenever we introduce new item effects rather than making broad changes across many existing weapons.
Ideas like reducing Triple Arrow mana cost or giving elemental-focused weapons small synergy bonuses are definitely interesting and more in line with the type of direction we enjoy exploring.
Right now we already have a pretty full development pipeline and more projects in progress than we can realistically keep up with, so we’re trying to stay disciplined and execute well before opening new systems.
At some point we’d love to share a roadmap so everyone can see some of the ideas currently being worked on. Keep these suggestions coming, we really enjoy seeing creative ways people think about expanding item identity.
Ty for your comment and time, good to know it is going to be considered
Thanks all! We'll mark this one on-hold for now so we can re-visit.
Not decided yet: still on hold, no changes to these weapons yet.
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