Let’s talk enchanting.
I heavily dislike the current enchanting system as some of you might know. Randomly enchanting gear from the blacksmith feels like I am playing some type of gacha game where I am hoping for a good roll. And even with custom enchants there is a lot of risk.
My current issues:
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Too much Randomization
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Too little Customization
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NOT incentivized to randomly enchant gear you like the appearance of due to scarcity
My proposal:
An enchanting system similar to how level ups work in Vampire Survivors.
For those who don’t know, Vampire Survivors is a roguelike survival game where every level up you pick an upgrade out of multiple choices.
How this would work:
This idea works off of refining ‘‘chipped gems’’ into ‘‘polished gems’’. Similar to wood to planks and ore to ingots.
Enchanting no longer costs gold but requires polished gems that are lost in the process.
Each type of weapon or armor would have 4 enchantment slots. Players can then chose an enchantment slot to be enchanted. The enchantment would then pull 3 random affixes from the relevant enchanting pool.
Players are able to influence the % chance of pulling certain affixes by sacrificing refined gems. For instance sacrificing a polished ruby will increase the odds of pulling ‘‘heat based enchantments’’. Multiple gems should be able to be sacrificed up to 3. Players can sacrifice multiple of the same polished gem to get increased odds. Players can also sacrifice multiple different gems to increase the odds of various enchantment types, whilst further reducing odds of the undesired effects.
Players can reroll the affixes up to 5x, but, this costs a polished diamond for each reroll.
Affixes will have different rarities:
Every piece of equipment will have a total allotment for affix costs which scales with gear tier. Tier 1 gear could have a total affix value of 0. Every time the piece of equipment is upgraded the total affix value increases by 2 up to 10 with tier 6 gear.
So a tier 3 piece of equipment can hold 4 total affixes with a total affix value of 4. This leads to the following options:
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Common 4x
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Uncommon 1x, common 2x
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Uncommon 2x
Different rarities of affixes only roll on certain gear tier types. Gems would represent several types of rarities with their affixes. As an example ‘‘heat based enchantments’’ of polished rubies would have an affix for each rarity.
Affixes can be upgraded improving their affix value. As an example, deal X% Heat damage. Upgrading this affix will increase the X% Heat damage by a fair amount. And upgrade the current tier of the upgraded affix by 1.
Once the total affix value is exceeded, the item becomes cursed. Adding a negative affix to the piece of equipment. Every following instance of an affix upgrade makes the curse stronger or adds a new cursed effect. Rerolling a cursed affix is possible, the cursed affix is then replaced by another affix but by one which has a stronger value.
Affix values should also be able to be rerolled to counter low rolls. This is one of the issues with the current system, where you can have either 4% Heat damage or 14%. Rerolling the affix values costs a polished version of a gem relative to the type of enchantment and can be done up to 3x per affix.
Items can be disenchanted, removing all affixes/enchantments and destroying the item in the process. As a result players have an X% chance of getting gem parts relative to the affixes destroyed. Higher tier affixes have a higher chance of dropping gem parts. 10 gem parts can be combined into a chipped gem. After which it can be refined into a polished gem.
Enchanting example:
Closing words
I think this Vampire Survivors inspired system is a happy & fun marriage between Customization and Randomization.
Building a customizable piece of equipment should be costly, take a fair amount of time, but, be interactive and fun.
Please let me know what you think in the comments below.
And if you like this idea please like the post and upvote.
Edit: forgot to add some things.
Edit 2: reworked tiers into rarities and added pictures.