Azebu 92 Posted November 12, 2013 Share Posted November 12, 2013 How about making items never break when enchanted in +1 - +5 range? Only go down a level, or lose dura? Also, how about changing orbs, so Orb I is used in +1-5, and Orb II in +6-10? I'm thinking about new players here. Blocking them out of losing their weapons early would definitely be nice. Quote Link to comment Share on other sites More sharing options...
Maleshaman 15 Posted November 12, 2013 Share Posted November 12, 2013 Hm, this idea might work for every player. Quote Link to comment Share on other sites More sharing options...
Ninja Owl 210 Posted November 12, 2013 Share Posted November 12, 2013 That sounds pretty good! It's a simple but great great idea. Quote Link to comment Share on other sites More sharing options...
Corona virus 230 Posted November 13, 2013 Share Posted November 13, 2013 I'm thinking about new players here. Blocking them out of losing their weapons early would definitely be nice. That would strongly effect low lvl arena Quote Link to comment Share on other sites More sharing options...
Mecha 118 Posted November 13, 2013 Share Posted November 13, 2013 add item "Sign of ensurability" increases chances of successful amp by 20%, but can only be used once per amp Quote Link to comment Share on other sites More sharing options...
Blueborn 21 Posted November 13, 2013 Share Posted November 13, 2013 I Fully agree Azebu. add item "Sign of ensurability" increases chances of successful amp by 20%, but can only be used once per amp Yes ways are needed for success rate improvement. Quote Link to comment Share on other sites More sharing options...
Santorrr 0 Posted November 13, 2013 Share Posted November 13, 2013 Nice idea :good: it will be helpfull. Quote Link to comment Share on other sites More sharing options...
Christiano 0 Posted November 13, 2013 Share Posted November 13, 2013 :good: I agree Quote Link to comment Share on other sites More sharing options...
Azebu 92 Posted November 13, 2013 Author Share Posted November 13, 2013 add item "Sign of ensurability" increases chances of successful amp by 20%, but can only be used once per amp Yes ways are needed for success rate improvement. I agree, but you need to remember that amping is the main source of money from Warspear. Removing the sign "requirement" from first 5 stages doesn't really reduce the income, because getting item to +5 is like 5% of total amount of amps to +10. And 5% is almost nothing. 20% on the other hand... Quote Link to comment Share on other sites More sharing options...
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