Enchantment Ideas.....(Effort Post)

Playing through the game multiple times, with hundreds of hours put into it, you quickly find the "best’ enchantments to get on each piece of gear, and worse, getting those pieces of gear is actually quite doable in a reasonable amount of time. I wanted to help alleviate this issue by offering some enchantment ideas that can help build the pool out more, offer more interesting build opportunities, and give the player more agency to fit within a “niche” since I love off-meta stuff. A lot of these would be a bit intensive to implement as they add new systems to the game. But this is more brainstorming to get the ideas out there for Moon to (hopefully) see what some players would like. I also think enchantments should encourage weapon swapping more naturally, so some enchantment ideas will feature this.

WEAPONS:

  1. First off, probably should have certain weapon types have their own enchantment pools.

    1. Great Hammers / Great Swords could focus more on charge attacks

      1. Charged Attacks create an AOE Explosion dealing % Area Damage / Charged Attacks deal less Ailment buildup

      2. Charged Attacks deal % increased damage / Are % slower to charge

      3. Charged attacks can throw hammer / Toss Sword

      4. Charged attacks deal % damage based on amount of Focus left

      5. Be able to deal another Charged attack immediately after a Charged Attack / Charged attacks cost % more Stamina

    2. Double Daggers focus on evasion and speed

      1. Landing full combo increases movement, recovery, & charging speed by % for # seconds

      2. Landing full combo removes dash stamina penalty

      3. Leeching % of life from one combo provides % buff to lifesteal

      4. Attacking after roll is % faster / deals % increased ailment buildup

      5. Can roll an additional time immediately after roll

      6. Gain % increased attack speed for #s after dealing Rune Damage / Rune Damage decreased by % (prob not possible)

      7. Backstabs deal damage twice

    3. Curved Swords focus on damage uptime

      1. Immediately follow up combo with another combo

      2. % of damage dealt in combo provides buff to damage

      3. Can follow up a rune attack with a combo immediately

      4. Rune attacks deal % increased damage if followed directly after dash attack

      5. Rune attacks deal % increased damage on Damage Dodged

      6. Charged attacks can toss Curved sword

    4. Axes focus on relentless damage

      1. Damage taken decreased by % while attacking

      2. Damage taken decreased by % while charging (more)

      3. Taunting enemy provides Relentless Buff (increased poise and damage dealt but increases damage taken)

      4. Take no damage during dash attack

      5. Rune attacks after parrying deal % increased damage

      6. Axe deals % increased damage if weapon recently swapped.

    5. Katana’s can focus on parries

      1. Backstabs kill enemy with less than % life

      2. Charged attacks after parrying deal % increased damage

      3. Rune attacks after parrying deal % increased damage

      4. Parrying provides % increased movement, recovery, & charging speed for # seconds

      5. Parrying window increased while Damage Surge is active

      6. Parrying increases ailment buildup for # seconds

    6. Encourage bows to “snipe”

      1. Successful charged attacks provide your next attack % increased damage

      2. Your next charged attack deals % increased damage on damage dodged

      3. Your next rune attack deals % increased damage on damage dodged

      4. You deal increased Charged Attack damage during Elemental Enchantments

      5. Charged attacks deal % increased damage / you can no longer light attack

      6. Charged attacks deal double damage (or damage twice) / you can no longer lock-on and it takes longer to charge

    7. Daggers can focus on specific ailment buffs

      1. Backstabs deal damage twice when dagger is “Frozen”

      2. Backstabs deal % increased burn damage if weapon is “Burning”

      3. Backstabs provide immediate full shock when weapon is “Electrocuted”

      4. Backstabs kill enemy at less than % health if weapon is “Plagued”

      5. Attacks deal % increased damage against Frozen / Burned / Plagued / Electrocuted enemies (each separate enchantment to encourage swapping)

      6. Ailment buildup increased by % when affected by Damage Surge

      7. Parrying applies % decreased armor against enemies

I’m still working through the rest of the items, but wanted to share this for now instead of making the post extremely long. Again, the idea of these enchantments is to provide more identity to weapons, and move away from the meta where people are just choosing the weapons with the best animations and all the same buffs. Would also love some input on these.

3 Likes

Interesting and well-detailed post!

Thanks for this feedback. I will continue to review it and escalate some of these ideas.

1 Like

Considering the new class system the developers want to implement, I’m not surprised if some of your ideas haven’t already been implemented or at least considered.

I believe the Enchantment system has some issues when it comes to gameplay and QoL, especially when you want to experiment with different builds.

And I wrote this post where I discuss the problem and propose a detailed solution: The RNG Problem, Enchantment System Vs Gem System (Major Edits), Your idea and mine are not too compatible but they are not incompatible either I think it will interest you.