How Mcmmo currently is impacting gameplay
After leveling all Mcmmo skills to the max level, I have discoverd that many of them do not offer any real advantages on our server. I belive that with some additions and changes to current features leveling those skill could be a lot more useful and rewarding to level.
Alchemy and the brewery plugin
Neither the brewery plugin nor alchemy mcmmo offers any real advantages as of now. Seeing as they have a similar focus in brewing, I belive that having both should allow for some better brews: Potions with level 3 (or more) effects.
Adding potions with above vanilla levels as brewables would be both useful and not overpowerd, as most ces already give high level effects that make most potions useless. As such I suggest adding potion recipes in the brewery plugin, that can be unlocked by leveling alchemy Mcmmo.
Level 300: Level 3 Potions
Level 600: Level 4 Potions
Level 1000: Level 5 potion
Gathering Mcmmo skills and tools
There is often little reason for grinding Gathering Mcmmo skill to or beyond level 1k.
Adding Mcmmo level requierments for end-game tools could be a nice way to make some tools more exclusive and add more reason to grind.
Level 2000 (mining): ascended pickaxe
Level 1000 (mining/woodcutting/excavation/Herbalism): vortex&draconic pickaxes/ascended axes/Local school Hoe
Level 500 (mining/excavation/woodcutting): crimson&bladed pickaxes&shovels/vortex&draconic axes
(possibly dogetools except axes)
Level 250 (woodcutting/fishing): crimsons&bladed axes /Event fishingrods (possibly doge
axes and fishingrods)
(Event tools would mostly be in the same category as vortex/draconic and Im still unsure about the placement of shovels.+ credit to Adde for having the idea of mcmmo level requiernments for ascended tools)
Combat skills and Weapons
While having Mcmmo requiernments for weapons is something I would support, leveling combat mcmmo skills is currently not levelable in any normal way, as natural monster spawn rates are extremely low. If they were higher, I could imagine the requiernments looking something like this:
Level 1000 (axes/swords/archery): ascended level axes/King slayer/Arrow rain
Level 500 (axes/swords/archery): most of the other event items (like devils cleaver)
Level 250 (axes/swords/archery): (maybe doge weapons)
To clarify, using an ascended axe for example would require both 1k axes and 1k woodcutting, no matter what you want to use it for.
Power Level and possible rewards
Adding some requiernments for high level armor would a a nice thing, but Im unsure about wich Mcmmo skill should be requiered here, as none of them directly affect armor. As such using the overall power level could be a possibilty.
Level 5000: Pftl and other end game armor
Level 1000: (possibly doge armor)
Leveling skills beyond 1k
There is currently no reward for leveling past 1k in any skill, even though a lot of long term players have done so in at least one skill (mostly mining). I suggest adding a cooldown shortener that halfs the cooldown of every ability in the skill for every 1k levels reached. This way leveling higher and higher would give less and less advantages to ensure no one is too op while still give any rewards at all. An argument for higher skill level caps (like mining going up to 2k with triple drops)could be made, but such changes would be very drastic, intrusive and overpowerd.