Gathered Feedback: Viability of Leather materials
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Welcome to the another feedback discussion thread!.
Usual introduction and disclaimer:
Each of these threads is related to a specific feedback/idea that the game's GM and Mods have collected in DIscord or in game and that has been forwarded to the developers. The aim of these threads is to discuss this feedback, to better understand how much interest the community shows toward it, if it has any critics or alternative ideas. So let us know what you think about it! Even just a +1 or -1 to the thread will be enough to understand how many players are for it or against it.
Note: The fact that a feedback is presented in this thread does not mean that it will be implemented, it could be refused by devs for mutiple reasons (technical feasibility, excessive effort, against the game's vision...), but the amount of support that a feedback receives will surely be a factor.
Today's Topic
Today is the second part of the topic started from this thread. https://forum.fracturedmmo.com/topic/15409/the-evil-of-cotton-balls
and wants to create a discussion around the various materials that our crafting system features. In particular, which ones are lacking a niche of use and which ones instead are too good and overshadow other choices.We will discuss this over multiple threads, one for each category. Today is the turn of Leather materials.
Just to remind everyone which are the current effects of those materials and how they are procured, I will give a summary here:
- Light Animal Leather: Found on most wild animals of Myr, it lowers the armor encumbrance by 10 and increases by 5 the heat insulation.
- Direwolf Leather: Obtained from the direwolves, it does absolutely nothing.
- Warg Leather: Obtained from the wargs trained by goblins, it increases physical armor by 60, heat insulation by 5 and magical resistance by 360.
- Ghoul Leather: Obtained from the Ghouls of Myr, it increases willpower by 100, magical armor by 60, reduced encumbrance by 10 and increases cold insulation by 5.
- Forest Troll Leather: Obtained from the forest trolls of Myr, it increases health regeneration by 5, acid damage by 10, acid resistance by 320 but lowers poison resistance by 60.
- Mountain Troll Leather: Obtained from the mountain trolls of Myr, it increases crush armor by 120, physical armor by 100, provides 20% physical damage reflection but lowers poison resistance by 60.
- Sea Troll Leather: Obtained from the sea trolls of Myr, it increases mana regeneration by 5, shock damage by 10, shock resistance by 320 but lowers poison resistance by 60.
- Though animal leather: Obtained from the black bears of Aerhen, it increases physical armor by 60 but also increases the encumbrance by 10.
- Grizzly leather: Obtained from the Grizzly bears, it increases physical armor by 80 and slashing damage by 10%, but it also increases armor encumbrance by 10.
- Mammoth leather: Obtained from the the Mammoths of Aerhen, it increases physical armor by 60, pierce armor by 220 and fortitude by 100, but it also increases armor encumbrance by 15.
Given this list and your experience, what would you change?
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Here I see the same, but less, problem as with the fiber options.
if you want heat insulation you go light or dire wolf.
If you want cold or stealth you go ghoul
if you are wedded to slashing go grizzly.
the trolls are all double edged swords and seem rarely used.
mammoth, tough, you -could- use but why when chain and plate armor would be better?
mammoth, tough and dire are basically never used except for grinding crafts.Each should have a clear use and purpose.
Hide/leather have less of this problem than fiber, but it still exists.
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I can deal with the encumbrance and heat or cold restrictions caused by some of the different leathers but I will never wear troll leather with the 60 point drop to poison resistance. Also with Dire Wolf leather having zero bonuses there is little point to it at all.
Also, like OlivePit said, having a clear purpose for each would be very good.