Feedback:User/Kromedevil/Variable Item Attributes

First and foremost, I am aware that a change of this nature would be quite extensive. However, being that change is a great thing, there's no reason it should not be considered!

My suggestion is based around most all of the items one can find in Guild Wars and their inherent, albeit tragically static, values or attributes.

In the interest of balance, the state of which I whole-heartedly support, the following suggestions/alterations will be somewhat minor.

They could, however, result in a noticeable change/difference. At the very least they would add a good deal of variance and flavor to the myriad of items available throughout the game.

On with the suggestion!

I am proposing a limited system of variation or "tweaks" available only through items dropped in PvE, in order to spice up the items found through play.

These variations would not vary too widely from the maximum values/attributes already seen on such items, but could also vary positively and negatively.

Could give us all something else to feel lucky or unlucky about.

These variations, or at least the most extreme of them (highest/lowest values) would, or should, be considered (very?)rare, and are yielded at quite low percentages.

Suggested Items

 * Insignias/Runes found in Unidentified salvage items.
 * Modifications found in Unidentified weapons/shields/foci.
 * Base items themselves such as weapons/shields/foci.

Some examples: Insignia/Runes

 * Survivor - Base: 15/10/5 | Variation: (+3,-3)

(Would likely be easier to change all values simultaneously, not sure.)

This means you could identify the item with a survivor insignia in it and possibly see Health +18/+13/+8 (dependent on slot), or +12/+7/+2 (high/low extremes).


 * Radiant - Base: 3/2/1 | Variation: (+1,-1)
 * Common Situational Armor granting insignia - Base: 10 | Variation: (+2,-2)
 * Vitae - Base: 10 | Variation: (+5,-3)
 * Attunement - Base: 2 | Variation: (+2,-1) (At least +1 energy gain on the item)
 * Vigor Runes - Base Values: 30/41/50 | Variation: (+7,-2)

Other such values could also apply to class-specific armor granting insignia.

I do not propose a change to attribute-boosting runes nor, if applicable, the health lost from using them.

The values I listed were the maximum variations. It would be possible to find a survivor insignia with values of 16/11/6 for example, an increase of only +1.

Base Items and Upgrades

 * Swords - Base: 15-22 | Variation: (+3/+2),(-2/-3) (min/max)

You could potentially find a sword with 18-24 damage. Min and max should probably not be simultaneously gained/lost.

For instance, unless you were to get really lucky, only a minimum or maximum damage value would be altered.

Results could look like 17-22, 15-23, 18-19, etc. Chance for both +/-.

The same could apply to all weapon types, with differences in variation based on the item type.


 * Fortitude - Base: 10-30 | Variation: (+5,-2)

Just a limited amount of potential examples, I'm pretty sure it gets the idea across.

Stipulations

 * Any insignia or runes, even if they contain values that vary from base, sold to a merchant would only increase their stock of said item.

So you wouldn't have to worry about changing any values of those items bought by players from an NPC merchant.


 * Tweaked items only retain their values from player to player, and would thus have to be found or traded for one to acquire them.


 * Tweaked item values might only be available to those in hard mode, as variation is based on maximum item values typically found there.

This suggestion is not meant to boost a player too high, as I appreciate a good balance.

I don't believe any of my suggestions would tilt game-play too far in either direction, but simply give people more things to look for and a wider, more variable, pool of items to pick from.

Small changes, tons of variation. I'd certainly pay more attention to everything that dropped for me.

Constructive criticism, opinions, etc. is/are quite welcome! If not for GW, then perhaps for GW 2?