I love designing items (and Magic cards). Because I started playing OctoWoW in August, I'd be willing to invest some time as a side project to making items feel more interesting, fun, and special.
I. Why do this?
1) WoW itemization is uninspired. Very few items you find in the wild or in a dungeon are genuinely unique and do genuinely unique things. Generally they all add to the core stats, and that's about it. And as you level up, you generally just replace items that give +X to certain stats with new items that give +(X+2) to certain stats; all the way up to 60 and beyond!
There are exceptions, of course -- Strike of the Hydra comes to mind. Items like this show that WoW does have room for unique, interesting items. Diablo 2 does this really well -- I remember finding the Shadowfang and the Patriarch Great Sword, both of which do very unique things; the Shadowfang added a cold effect to your sword and decreased your light radius, and the Patriarch blinded enemies. OctoWoW should venture more into this space: it makes the game more fun, makes for special memorable moments, and if done well can lead to more unique and more personalized gameplay.
2) It allows for more horizontal progression, which can extend the life of the server. If you allow items to add to your fire damage, or increase the damage of your pets, or add a stun effect to your Mongoose Bite, items can enable new builds and gameplay styles. Vertical progression is obviously important, but having a more diverse set of stats and abilities on items can give some added breadth to each vertical progression level. Instead of skyscrapers, we can have pyramids.
II. A few examples:
1. Algae Fists
Hands
+4 Stamina
+8 Strength
4% chance to cast Entangling Roots when struck.
2. Pendant of Scarlet Rage
Neck
+9 Strength
+4 Spirit
Abilities that generate Rage generate 2 additional Rage.
3. Level 25 Uncommon Cloth Gloves
Hands
+2 Intellect
increases the damage of your instant cast spells by up to 18.
III. Proposed Path
If the OctoWoW team wants me to, I'd be happy to work on this. I would start with (i) level 25 and under dungeons and (ii) capstone quests, storylines, and elites in the level 1-20 zones. This I think I could finish by December 10th. Then I could likely tackle level 25-40 dungeons and zones level 20-40 by February 10th.
In the next post, I will address a few potential concerns.