After the latest balance changes, I feel like rune and enchantment nerfs were too severe.
The biggest issue is that builds players spent a long time putting together now feel much less viable. When a patch hits this hard, it does not just change balance — it also devalues a lot of time already invested into farming, crafting, and experimenting.
This problem becomes even more frustrating because rebuilding a character is very time-consuming. Crafting resources are hard to obtain: vendor stock is limited, and the drop rates are low enough that farming them takes a lot of time on its own.
On top of that, crafting itself is heavily RNG-dependent. When crafting gear, getting the right prefix is already difficult, and because prefixes are random, players may need to craft many copies of the same item just to get one usable result. I crafted a large number of daggers as an example, and none of them ended up being what I needed. That represents a lot of time spent farming materials, with little to no progress.
Another major issue is that failed crafted items cannot be broken down back into some portion of their materials. Right now they can only be sold, which does very little to offset the time and resources lost. A salvage or dismantle system would help a lot here and would reduce the frustration of bad crafting RNG.
I understand the game is in Early Access and balance changes are expected. I am not against adjustments. But right now the combination of heavy nerfs, limited resource access, low drop rates, random prefixes, and no salvage system makes the overall experience feel more punishing than rewarding.
I really like the game overall and I want it to succeed, which is why I am leaving this feedback. The combat, atmosphere, and general direction are excellent. I just think the current balance and crafting loop need another pass so that player time feels respected.
Things that could help:
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reduce the severity of rune and enchantment nerfs
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increase crafting material availability, either through vendors or drop rates
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add a salvage/dismantle system for crafted gear
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reduce crafting RNG, or give players more control over prefixes
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consider some form of compensation or transition support when major balance changes invalidate existing builds
UPD: After reading more opinions, I think a pity system for crafting could be a good solution. I do not mind RNG, but I think it should be more forgiving. If repeated failed attempts gradually improved your odds of getting the prefix or result you want, build experimentation would feel much less frustrating and time-consuming. - 3/20/2026