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Weapon Specialization Fan Concept Art by Sercan Özyurt
26.02.2021 um 18:09
Well known for his World of Warcraft concept art,
Sercan Özyurt (aka Lordozy)
has put his talents toward creating Weapon Specialization concepts, in which weapon types level up and unlock bonuses as an extra form of end-game progression. Inspired by artifact weapons, the main difference is that these concepts level up by type instead of individual weapons, with maces sharing one path of progression separate from swords and so on, but they share the same style of incremental bonuses and interspersed relic-like socket to add additional customization.
When we reach the end-game level in the game, character progressing becomes just about collecting items and progressing character with that way becomes boring and uniqueless for players. I present to you the "weapon specialization" system, which is one of the concepts I have created to improve progressing. One nice feature of classic WoW is that it offers us a long way of characther progressing. I set out such a system, taking care of the weapon systems to further expansions. Also, I have added a new tradeskill factor to the Blacksmith profession.
Coming to the summary of the system: Your character levels up and gain skill points depending on the weapon is equipped with. Players use these skill points to improve their weapons. However, this takes so long progression that you may need to play with your character for a long time to master it.
Skills are of a fairly low standard (power). So, there is minimal difference on players which is high-low level on weapon skills.
I hope you like that system.
The concept of weapon specializations dates back to Vanilla WoW, which then took the form of
for martial classes - swords had a chance to proc extra attacks, maces could randomly stun the enemy, while daggers, axes, and polearms gained increased chance to crit. Ultimately these were removed, as it resulted in wanting to respec every time you changed weapons, and presented balancing problems since some bonuses were obviously stronger than others. Blizzard revisited the idea during the
Battle for Azeroth
beta with the very short lived
talent for Warriors, and even though it only added defensive bonuses, the balancing issue between them were quite clear.
Similarly, one of the worst aspects of Weapon Kkill points in Vanilla/Classic WoW is
actually leveling them
. Although they're designed as something you're meant to grow over time, most players are more familiar with
finding creative ways to grind out weapon skill
, rather than let it increase naturally over time. This is where the artifact weapons actually shined, because while players also grinded for artifact power, it was limited by sources of available AP, controlled by exponentially increasing requirements, and mitigated by regular artifact knowledge - the result was that players could only reasonably grind so much, rather than expect to unlock everything in the first day or week of reaching maximum level.
Still, the idea of creating supplementary end-game progression systems are often well received, with WoW and many other games using them extensively to help reinforce the RPG aspect of the MMO.
Lordozy's previous work includes
concept art for Blizzard's Free Shadowlands Mount Contest
class-specific tier sets themed after the Old Gods
of patch 8.3 and Ny'alotha, but the World of Warcraft specialized artist has been busy since Shadowlands released, creating brand new concept versions of heritage armor, weapons, mounts, and more. There's plenty to see, so make sure to keep an eye on
for more great World of Warcraft concepts!
Visit Lordozy's Artstation
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