After the recent price reduction to enchanting I have pondered on how the system can be altered so it’s actually worth the money you spend on it rather than making it cheaper.
Currently finding/crafting/purchasing an unenchanted item you want to use gives you two options:
- Inserting 4 gems into it for a more consistent outcome but still being at the mercy of gem % RNG and the general scarcity of gems.
- Enchanting it and praying to the RNG gods it doesn’t come out unusable which is usually the case.
Personally i think the gem system is fine but enchanting feels to me like it needs and overhaul and here’s my suggestion:
Players should be given a choice whether they want their item to be enchanted with blue rarity or purple rarity.
Blue enchanting should be more expensive due to the lack of downside. Players can spend 1 silver to increase the number of effects on the item up to 3/3 for 3 silver total cost per enchant. This is quite expensive and the effects themselves are still random, but atleast you know you’re getting a 3/3 blue item instead of playing the slot machine and getting a 1/3 “blue” item (practically grey item with 1 gemslot) or rolling a purple “can’t gain focus” INT weapon, or a purple shield that “can’t block”. <
Purple enchanting should be a static 1 silver due to the RNG factor. When choosing this enchantment type, players are offered a choice of what negative effect they want their purple item to have. Negative effects should be separated into different tiers depending on their severity. Choosing a stronger negative effect should impact the RNG chance for the number of effects on the item and chance for stronger good effects to appear. This way you can either play it safe and choose an irrelevant downside on your item that usually comes with 2 or 3 out of 5 positive effects or you can choose something brutal like “heavy roll only” and get 4-5 good effects with a yellow percentage on 1 of them. Of course the inherent RNG should still be there, and playing it safe should still have a chance to produce a 5/5 and choosing a terrible downside should sometimes result in a 1/5 or 2/5 item. <
DISCLAIMER: I have only 85 hours on this game so I do not claim this to be a perfect or even good solution to the enchantment system so feel free to take it with a pinch of salt. I love this game and I want it to become the best it can be.
Thank you for taking the time to read this!