Board Thread:Suggestions forum/@comment-32013442-20180201134114

Hello all the peoples!

I was thinking about this earlier in the week, and I have finally had the time to sit down and put pen to paper as it were. So here we go!

1. The addition of a new mythic modifier: Eternal, which will be the final tier in the durability mods department. This modifier will buff the durability of one's weapon/armor/tool to 4x its normal potential, following the current theme of the durability mods: Lasting: 1.25x. Hardy: 1.5x. Enduring: 2x. See the doubling mechanic at play here? The durability modifiers will have the same chance rolls as the strong modifiers listed below.

2. A buff to the Legendary modifier. Following the current trend of the strong modifiers, (ie. the damage buffing modifiers for melee weapons), Legendary should give a weapon a +4 damage increase instead of it's current +3. Sharp: 0.5. Keen: 1. Mighty: 2. Legendary: +4.

3. Winged: The lvl higher than the swift modifier which will add another 25% swing speed to your weapon. However, this can only be added to swords, battleaxes, and warhammers.

And last but not least, nu. 4.

4. Mythic Modifiers: This a simple term for all endgame modifiers such as lightfooted, eternal, eolean, belegostian, and legendary. All of these are amazing modifiers, however, they are fairly easy to obtain if one is patient enough, and willing to spend MOUNTAINS of coins. I want to propose an alternative to the current method of aquireing said modifiers for 2 purposes:

4a. To give players a IMMENSE satisfaction when they finally manage to get their hands on these excellent mods.

4b. To prevent enmass creation of super soldiers. At the preset, it is not so difficult for one to amass an army of full eolean/legendary death eaters IF you can. I think this will at least make this process MUCH more challenging.

So this is what I propose: Make it impossible to get any of the mythic modifiers from a smith of any faction. Instead, let is be that these modifiers can only be aquired when you are the one working at the anvil.

This will apply to repairing items with mythic mods as well. If you cannot repair it with 64 ingots, you cannot repair it at all. (This might be too restrictive. Perhaps smiths could repair Mythic gear for double the price of normal gear?)

Tada.

Critique, kudos, and comment to your hearts content. 