I like the idea of level requirement for items, but would prefer class level to not force players to rank skills to be able to use items. Its also something you can more or less selfimpose and would probably be difficult to code.
It wouldn't be so different to have the spells requiring to be expert or master in mm7-8.
The reason there is no need to change spell in mm6 is that they are limited by spell points.
The idea is generally good. However, it is better to tie item level to difficulty to obtain it rather than restrict by certain game progression stage. This is a free roaming game. So some people may try to obtain such item by rushing to this location early on if the are so inclined to suffer and grind. Let them.
Nice feedback, I think maybe lowering the requirement to such level that you only will face level requirement if you are skipping too much content should be working, having something more like: 1,3,5,7,9,12 (for artifacts/relics).
for the 2h damage bonus: basing it on mastery like everything else isn't a bad idea. Compounding it with promotion bonus damage is just asking for trouble (since promotion bonuses are also per rank of skill, so tying it all together kind of makes the Champion promotion even more of a holy grail for melee than it already is)
Got it, the only thing that bother me is that getting expert is a bit too easy.
Sure. I thought about it. The heaviest problem dealing with whole numbers is that they are too small and don't leave enough wiggle room. Whereas changing some parameter by 1 in either direction make a huge change in result. Feel free to play with parameters to create better mix.
Will make a damage spredsheet on excel tonight, to do some testing.
I'll publish it as soon as possible.
As damage should be tied also to monster health could you tell tell what values are you testing now?