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    Moar Upgrade Paths

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    Post by tinypantha Fri Mar 29, 2013 9:08 am

    Upgrade paths that are actually good or equal to +15 would be very nice in the next game.
    Armor upgrade paths would be nice also.
    Armor Ideas:
    Light-Weight: Decrease Def but decreased Weight.
    Reinforced: Increase Def but increase Weight
    Sturdy: Increased Durability but decreased Def and increased Weight
    Spiked: Thorn Armor ability
    ??: Buffs your elemental damage output but makes you take more elemental damage

    Anyways, Post your own ideas for upgrade paths
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    Post by WhatDoesThePendantDo? Fri Mar 29, 2013 9:16 am

    Different armor paths is something I hadn't considered. Sounds like a cool idea.
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    Post by morte Fri Mar 29, 2013 9:36 am

    I could be game for it. There could be some that go hand in hand with the normal upgrade paths, and also stuff like one that makes you better at inflicting bleed, but more susceptible as well. I like this idea.
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    Post by passivefamiliar Wed Apr 03, 2013 5:10 am

    sometimes simple is better. i dont hate the idea, but the more variables you add the more complicated something can become.

    i adore the demon souls weapon system. it was perfect. i think. it really gave you choice. dark souls really was pretty set...+15 or GTFO, in demons...you could customize almost anything to fit your playstyle.

    as far as armor...thats a interesting take. i like the idea of adding a extra layer of leather padding or a sheet of plate armor to increase any type of armor, or remove it to make it lightweight...but i just fear the idea for the abuse that will follow, chances are one set modified one way will become king armor....but i'd like to see it work. i always choose my armor for aestetics(looks over effectivenss) it would be nice if i could at least increase my choice armor. the thing is we already had a upgrade system, but it was junk...adding +7 to armor...made little sense. it would be better as parts, and then only 2 or 3 additions/subtractions would make any sense.

    then there is enchantable options....and then i feel we cross a line. it just doesnt have a place in the souls world to me. demons souls didnt even have armor upgrades period. and i never minded. im excited for dark 2, but neverous its going to be to much change. i'd rather just see core mechanics fixed, or improved.

    but...still intriguing ideas.
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    Post by Forum Pirate Wed Apr 03, 2013 8:20 am

    I just want occult, magic, ect. to be good. As is, one deals more damage at base requirements with a +15 and cmw than with +5 enchanted. I would like that to change.
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    Post by Avenger649 Wed Apr 03, 2013 3:45 pm

    I would rather have several more useful upgrade paths compared to just having more in total. I found that most paths were fairly useless in general such as raw, it just didn't serve much purpose.
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    Post by DE5PA1R Wed Apr 03, 2013 3:47 pm

    I vote fewer upgrade paths. I want DkS2 to be balanced right out of the gate, and branching armor paths and/or more varied upgrade paths aren't good for that sort of thing.
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    Post by benny-the-jew Thu Apr 04, 2013 3:17 pm

    I like the idea of armor upgrade paths, but I'd also like to see full-set bonuses. Nothing game-breaking, or unbalanced, but I'm running through right now with a paladin build wearing Leeroy's get-up, but Smough's gauntlets. It'd be neat if I got some sort of a bonus for having full paladin gear, maybe buff to miracles, or an extra miracle slot or a buff to dark magic resistance. If you had a fighter build or something other than paladin, you could still wear the armor, and you would still get the buff, but it would really only benefit you if you were the class that the armor is made for, so wearing wizard robes would be extra-beneficial to magic-builds, heavy armor like Havel's would grant some buff to stregnth-builds, yada-yada-yada, but only if you wear the complete set. Nothing forcing you to wear the set, just a little bonus if you do.
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    Post by ErrJon6661 Thu Apr 04, 2013 6:08 pm

    One way armor upgrades could work is instead of having upgrade paths you have set tiers of armor upgrade, like +1 through +10, but each time you have a choice of what material to use to upgrade it, each time it gets more expensive to upgrade but you get higher returns for the material used.

    So you could use a hard leather to give you better striking resistance or stone to increase piercing resistance. You could then use white stone or red stone to increase magic or fire resistance. Each upgrade increases all of the armors stats but the stone determines which stat(s) get the highest bonus during the upgrade.

    In theory you could work on collecting a lot of red stone and upgrade an armor with low fire resistance to balance it out, or have an armor with already great piercing resistance and upgrade it with hard stones to further the piercing resistance making you nearly impervious to pierce weapons.

    As far as weapon upgrade paths go I'd love to see ones more like Demon's Souls. Have a few core paths but then have some specialized paths to suite different play styles. Like weapons that give extra bleed damage or bonuses to critical hits. I really miss that about DeS. Like said before in DkS the only really useful upgrade path is normal. Everything else has such diminishing returns at higher levels.
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    Post by WhatDoesThePendantDo? Thu Apr 04, 2013 6:14 pm

    Interesting reads, guys.
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    Post by ClassicBlaze Fri Apr 05, 2013 3:30 pm

    More upgrade paths means more variety, so im all for it!
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    Post by Djem Fri Apr 05, 2013 4:40 pm

    I don't like the idea of having armor effect your damage output, but different armor upgrade paths overall is an interesting idea.
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    Post by CarverUpqik Mon Apr 08, 2013 12:35 am

    i think they should add the ice or water element it would be interesting to see what they could do with that
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    Post by sfcc Mon Apr 08, 2013 12:52 am

    teleport for armor twisted no not really to much Coffee!
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    Post by sfcc Mon Apr 08, 2013 6:12 pm

    weight of armor affects weapon swing ex. Havel armor should not be able to swing a katana as fast as a naked person
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    Post by morte Mon Apr 08, 2013 6:45 pm

    sfcc wrote:weight of armor affects weapon swing ex. Havel armor should not be able to swing a katana as fast as a naked person

    I think it should be their equip burden that does that. If you're a herculean man, havel's shouldn't be a problem.
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    Post by sfcc Mon Apr 08, 2013 7:01 pm

    or a shield on the back cuts backstab in half but then that would overkill Coffee!

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