1 Create a baseline for all skillsets, make them all equal or balanced in terms of perceived strength prior to reforges[INDENT]1.1 Skills which are now heavily reliant on reforges will likely be buffed
1.2 Skills which are inherently powerful without reforges will likely be nerfed
[/INDENT]2 Remove all existing reforges[INDENT]2.1 New Non-Weaponry Reforges[/INDENT][INDENT][INDENT]2.1.1 You can now choose to reforge one line at a time or all three at once[/INDENT][INDENT][INDENT]2.1.1.1 Each line is limited to a single 'class' or 'skillset' to promote hybridization. If you reforge all three lines at once you will be given reforges for 3 separate groups of defined skillsets at random. If you reforge lines individually you will receive a reforge for a skillset that is not one of the other two reforge's defined sets on the same item
2.1.1.2 Skillsets are defined as: Magic, Melee, Ranged, Ninja, Dual-Gun, Puppetry, Bard, Fighter, Alchemy, and Life/Other
[/INDENT][/INDENT]2.1.2 Blanket reforges which benefit several skillsets such as Elementals, Max Damage Increase, or Stat Boosters are no longer available
2.1.3 All new non-weaponry reforges are focused around utility rather than power[INDENT]2.1.3.1 Shoe reforges are focused on miscellaneous benefits; E.G. running speed, mana/sp consumption, charge without a shield, and et cetera
2.1.3.2 Body reforges are focused on cooldowns, reducing them by up to 40% on a single skill, or up to 20% to an entire skillset; in the case of magic you can reduce cast times by a lesser degree
2.1.3.3 Headgear reforges are focused on skill radiuses/AoEs, and can be increased by 20%
2.1.3.4 Gloves and accessories are no longer reforgable
[/INDENT][/INDENT]3 New Weapon Reforges[INDENT]3.1 Weapons reforges are focused on power[INDENT]3.1.1 One line can be used to increase damage % of all skills used, up to +20%
3.1.2 Another line can be used to increase skill damage of skills within the skills the weapon can use, up to +20% to a single skill or +10% to all skills
3.1.3 The final line can be used for a secondary benefit such as reduced durability usage, skill EXP reforges, and specialty reforges such as Playing Instrument, Tailoring Quality, and et cetera
[/INDENT]3.2 One-handed reforges now function like two-handed ones[INDENT]3.2.1 One-handed weaponry is no longer limited to half the level of two-handed weaponry
3.2.2 When dual-wielding or using a shield, only weapon in the left window (right hand) will be able to use it's reforge
[/INDENT][/INDENT]This should help to address the following issues I find with the current reforging system:
[spoiler=List]
- Reforges deter hybridization via specialization
- Two-handed weapons have superior reforges than one-handed weapons
- One-handed weapons require two items to be reforged for the same impact
- Dual/triple line reforges on singular items making super-powered skills E.G. double elemental, firebolt damage + casting speed
- Reforges are vastly different in power from each other; some reforges will grant 40% power where others are less than 5%, and there are similar situations with other effects such as radius boosts
- Some reforges can stack several reforges for one skill on separate items while other skills can not: E.G. Magnum Shot + Elemental Reforge vs Smash/Elemental, or Crash Shot Reforges on 6 separate equips
[/spoiler]
Play nice now.