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Removing mods on stuff.

Discussion in 'UHall' started by AzSel, Dec 14, 2011.

  1. AzSel

    AzSel Lore Keeper
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    Shouldnt just limit it to damage increase. Every item should be able to have one mod removed, of your choice.
     
  2. Xalan Dementia

    Xalan Dementia Slightly Crazed
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    besides cursed/brittle/cant be repaired. those 3 need to stay to keep the rarity of good shame pieces high.

    *speculation* but lookin thru one of the last patch files or whatever (one of rtravelers spoilers) It looks like they may overhaul runics and or crafters with some ability that resembles something like a "Shuffle" that would let them reroll a mod set or maybe even just one mod. of course thats all speculation and who knows if it would ever make it into game.

    anyways, I think if they do it right they could make each revamped dungeon have some way of getting an item that removes one set mod (whetstone for each dungeon).
    Then perhaps have a way to get one piece from each dungeon to make one super whetstone maybe have it have like 5 charges and each charge gives the ability to take off a mod of your choosing.

    Also would love to see a new powder that could give a non exceptional item the extra 50 imbuing weight to make it on par with exceptional.
     
  3. Mirt

    Mirt Certifiable
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    I like the powder idea. That would allow far more modification to found items.
     
  4. Tanivar

    Tanivar Crazed Zealot
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    Ditto
     
  5. Uvtha

    Uvtha Grand Poobah
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    That's what I thought. The remove damage item seems to be a very small reward for the effort it takes to put the pieces together.
     
  6. flappy6

    flappy6 Sage
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    should be able to use it on arties and then imbue arties.....or atleast crafted arties
     
  7. flappy6

    flappy6 Sage
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    imbue shouldnt be held to 5 properties ,it should go by weight.....which should be raised a bit like 480 non-exp and like 530 exp weapons and armor