I’m making a separate post because a comment of mine on this issue got a lot of attention:
Basically, Special Themed items are a broken system, and are quite inconsistent. Let me get into the inconsistencies I do not like about, and then offer some ideas which will enhance the concept of ST items in ROTMG.
I will be updating this post regularly, including all the ideas you guys share with me!
1. Some ST items are tradeable, while some are not.
ST items were made soulbound to circumvent the already huge RWT environment. All ST sets introduced after the Dragon Tamer set were made soulbound, so players would have to grind for all four pieces of the set themselves. Here are the problems with this:
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The ST items are and were always extremely hard to acquire. In my experience, they have the same droprates as white bags (1:100 if you really needed a numerical value). Therefore, the chances of finding four different pieces of an ST set are pretty low. This wouldn’t be a problem if the sets were actually good, because then the grind would be worth it. However, the ST sets are terrible when all four pieces are equipped, and I will get into this soon.
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ST items being soulbound makes it feel like they’re just another white bag. I definitely don’t think that this was Kabam’s intentions when implementing ST items into the game. ST items are supposed to be slightly underpowered pieces which make a very powerful set.
My Solution: Make all ST items either all soulbound or all tradeable. I don’t see any real downsides to making all ST items soulbound. Maybe the biggest problem with that is that it will be even harder to find all 4 pieces of a set, but that is a problem that should be solved separately.
On the other hand, making all ST items tradeable would be great for the overall concept of special themed sets. However, of course, there is the issue of duping, RWT, etc. This is a dilemma because some players believe that we should do what’s best for the game, rather than adjusting our standards to avoid the cheaters. “You never negotiate with terrorists,” they say.
2. Some pieces of each set are amazing compared to most ST pieces which are garbage.
- This is one of the biggest issues with ST items. Some items, such as the symbiotic ripper, are incredibly useful, whereas most of the rings and other pieces of each set are absolute garbage. This makes for very unreliable gameplay.
- When you find a ST item, you are either extremely happy or very bummed out, as the quality of each item in all ST sets are quite inconsistent. This is lazy item design at it’s core
My solution: Balance all ST items so that they make the entire set worth equipping, instead of the current trend where players just use one OP item with other normal gear.
3.Some ST sets can actually work when all pieces are equipped, while most do not.
Out of the 13 sets released so far, very few are even worth having the full set for. In theory, equipping a full Special Themed set should not be overpowered, but offer an alternate, but viable type of gameplay. I feel like the sets are terribly unbalanced. In fact, I think that the reward for having all for ST pieces should not be additional stats. This seems incredibly out of place, and stats are also hard to balance, because there is a very fine line between making a set strong and making a set overpowered.
My solution: see below
Introducing Passives
A passive ability is a trait the character gains when all four parts of an ST set is equipped. This ability helps to add a unique feel to each set, and will help make ST items stand out in general.
I have done some quick brainstorming on some ideas for each of the Sets already in-game. Tell me what you think! All numbers are subject to change.
Oryx’s Battle Attires Passive: Boiling Blood
If your character loses 30% of their HP in 1 second, gain healing and beserk on self for 3 seconds (10 second cooldown).
This ability makes perfect sense with the set, as we all know Oryx to be an enraged God who becomes more dangerous the lower he is. I think that any other buffs would make the knight more unkillable and overpowered than he already is, so I settled with healing and berserk. This ability only triggers once per dungeon, so it cannot be abused.
Swoll Paladin Passive: Divine Charm
The first enemy your character lands the killing blow on transforms into a friendly fairy of the same HP, acting as a decoy for 20 seconds. (Once every 30 seconds).
This is a pretty fun ability, and the fact that the Swoll Paladin has one of the prettiest sets, it’d make sense that he’d be charming. The fact that the fairy has the same HP as the enemy killed makes for some pretty interesting gameplay where paladins play passively until they find a strong enough enemy to charm.
Priest of Geb Passive: Invigorating Spirits
Whenever your character cures any debuffs, they gain +3 attack on self for 5 seconds for each debuff cured (max +30 attack).
Not only does this encourage the priest to help his party, it also provides a solution to the abysmal DPS of the wand of Geb. Note: Some of my ideas are meant to work with the current ST items, while some ideas work better with more balanced sets.
Skuld 2 The Reghostening Passive: Ghastly Composure
Enemies cannot see your character if they are 5 or more tiles away from it.
I’m pretty proud of this idea. If the ST cloak was reworked to not give invisibility, while giving another stat like more DPS, this would be a great new style of gameplay for the rogue. This works well because the rogue still keeps his invisibility trait, but he is only endangered when attacking. This would introduce a completely new way to play the rogue and would help the ST set stand out.
**Twilight Archmage Passive: Undecided
This is one of the concepts I’m still thinking of. If you have any ideas, let me know!
Phylactery Mystic Passive: IDK yet
I barely play any mystic so I’m also in search of an ability that would help the set and bears some resemblance to the phylactery.
Dragon Tamer Passive: Searing Blows
Landing 4 consecutive shots on a single enemy knocks them out, causing them to be dazed for 4 seconds.
This ability is because of the ST sword, which has an extremely low firerate. This makes it an actual challenge sometimes to activate the ability, especially for moving enemies. However, pulling it off is very beneficial for you and your teammates.
Swarming Huntress Passive: Sweet Trail
Your character leaves a path of honey that lasts for 5 seconds wherever she goes, giving healing to all characters standing on it.
This idea is very much up for debate but I think it could work well. The ST set turns the huntress into a crowd-controlling, slowing, character. This ability would make her a better leader and would look pretty cool too.
Lost Golem Passive: IDK yet
For every 1 minute spent in a dungeon, your decoys last and daze for 0.2 seconds longer. Capped at +5 seconds.
This is still up for debate, however I think the idea incorporates the idea of a lost wanderer, and also help a lot during long dungeons.
Hollow King Necromancer Passive: Soul Bank
Your character collects the souls of enemies it kills, giving it +5 permanent HP per enemy (to a maximum of +80 HP). Souls are lost per dungeon.
This skull makes perfect sense as a King often collects taxes and assets from his servants. In the same way, a Hollow King collects souls from enemies.
This skull helps to give some sustainability as the ST skull does not have a health boost which the Necromancer needs. It also encourages clearing and requires a lot of enemies killed to get the full HP boost.
Horrific Sorcerer Passive: Monstrous Rampage
When your character does not have enough MP for a spell, casting your ability will cost 100 HP instead and inflict sick on self for 1 second (cannot be used when below 100 HP).
I really adore this idea. The concept of self-pain has not been explored enough in ROTMG. This passive relate perfectly to the set as a horrific creation would do anything it could to cause damage, even at the cost of it’s own health.
This passive expands on the ST archetype of dealing insane damage, as the scepter does a lot of damage but stuns and hexes yourself. Not only would this passive open up a new playstyle for the sorcerer, it would also work well with the 75 vit that the sorcerer has (which is quite useless right now).
Flesh Collector Passive: Carnal Tendencies
In each dungeon, your character has a 10% chance to strip an enemy of their flesh when killed. Doing so will add +1 to all your stats (+5 life/mana). Caps at +10 to all stats (+50 HP/MP).
This is a funky way to rack up a lot of crazy stats, which the assassin is known for (seriously, it has +75 dex and spd, and +60 wis and attack. Assassins are loaded). In addition, this passive fits in with the ability of the assassin to clear a lot of small enemies, and this can get the passive stacked up faster.
Akuma Slayer Passive: IDK yet
I’ll admit that I’m pretty unfamiliar with the Samurai, but I’d love some great ideas for this passive.
Please tell me if you agree with the problems of ST items! I’d also love your criticism and input on improving my ideas.