Some outdated things that need to be fixed

Justfungus

Well-known member
On this list I will try not to add things that are my personal pet peeves.
Just common knowledge stuff.
*********************************
Take healing kits off the loot drop list.
Nobody uses them. Just have the current vendors that carry them, have them.
*********************************
Add rogue hirelings (for low to mid heroics) back to the hireling vendors.
Back in the day they were left out to promote groups to include rogue players.
Outdated in the current game.
*********************************
Add a druid scroll vendor in the druid grove, it is the only pure caster class missing one.
********************************
Add Imbue dice as a feat choice option (1 per feat) or at least as a 1 time choice
*******************************
Consider adding 'Still spell' and 'Mixed magic' meta magic feats to the feat list
(perhaps with prerequisites)
*******************************
not a perfect list but some game and play mechanics did not age well and should be updated.
***
Almost forgot, allow players the choice to start iconic classes at level 1 if they choose to do so.
 
Upvote 0

Eltronin

Kobolds don't matter. *Except in Crystal Cove.
You can start Iconic Classes at level 1. Have done it a few times with my static group.
 

Uska

Bass master
shouldn't really call them iconic classes since you don't have to be that class should be iconic race
 

Zavina

Ms Stabby Stabby
On this list I will try not to add things that are my personal pet peeves.
Just common knowledge stuff.
*********************************
Take healing kits off the loot drop list.
Nobody uses them. Just have the current vendors that carry them, have them.
Actually I've meet some people who keep a healer kit on them.

Almost forgot, allow players the choice to start iconic classes at level 1 if they choose to do so.

You can start an iconic at level 1. Did that with my main's current build, in fact. TR partner wanted to do a non-iconic race, whereas I had an idea of an iconic to do. So ran from 1 as a change.
 

Zavina

Ms Stabby Stabby
not really you have 15 levels of xp I think they allowed it on hardcore
No. On HC, you could start the iconic at level 1 but you couldn't have the free levels. You'd be granted the appropriate equipment when you naturally progressed to 15.
 

Eltronin

Kobolds don't matter. *Except in Crystal Cove.
not really you have 15 levels of xp I think they allowed it on hardcore
Having the XP doesn't stop you from starting at level 1 and slowly leveling as you complete quests.
 

Enoach

Well-known member
I carry a healer kit on my characters especially for HC sessions on characters that don't have healing spells.

Changes that I think should be considered.
Allow them to be used on self & other
Allow them to provide a small amount of Overtime healing based on heal skill or a short time boost of healing amp
Allow them to cure other maladies like poison and disease (regular)

In my opinion this would have been a good alternative to giving everyone access to healing skills.

similar for Repair kits - with the addition that they can be used to repair an item, maybe not a broken one, using the repair skill.
 

Justfungus

Well-known member
I did say 'Players should have the option'
so if you want to keep track of all of that manually, more power to ya.
Some of us would just like to start at 1 just like HCL used to do.
I think I also said healing kits should still be available from the vendor, just take them off the drop list.
 

rabidfox

The People's Champion
Having the XP doesn't stop you from starting at level 1 and slowly leveling as you complete quests.
It does stop one from LRing. So if you wanted to swap out the starting class, you can't until level 15. The advantage of the hardcore mechanic, that set an iconics XP to zero, was that one didn't have the issues that come with having banked untaken levels.
 

in4theride75

Well-known member
I carry a healer kit on my characters especially for HC sessions on characters that don't have healing spells.

Changes that I think should be considered.
Allow them to be used on self & other
Allow them to provide a small amount of Overtime healing based on heal skill or a short time boost of healing amp
Allow them to cure other maladies like poison and disease (regular)

In my opinion this would have been a good alternative to giving everyone access to healing skills.

similar for Repair kits - with the addition that they can be used to repair an item, maybe not a broken one, using the repair skill.
There is no reason to carry a repair kit or a healing kit with this item in the game. You also have this cloak that has the same outcome.
 
Last edited:

Falroth

Well-known member
I regularly carry Heal and Repair kits on my non-healing chars. They do come in handy once-in-a-while ime.
 
Top