Exhalt rings no longer there

in live, you can exhalt rings to max enchantments.

in silent and public beta, that option is no longer there. is this new direction or glitch ?

Hi Darc, yes this is a new direction Moon is trying.

I liked the old exaltation system more. Bringing every component of your building to its maximum was satisfying. The bad part of the system is the RNG, but it was a separate problem from the Enchantments.

Now however I don’t think it will be worth even trying to have a complete build, what happens happens you do what you can with what you find.

In any case with just a vaguely functioning build I am without a doubt capable of beating the game.

Only instead of having fun combining enchantments and then having the satisfaction of perfecting them, I’ll make the best of what I find in the same way as you do in roguelites.

trying to see the silver lining to the new approach and how i would play. i can see how it was too easy to get the build you want, provided you had the embers.

top of my head, i am going to go with masterwork gear. get something reliable out of the blocks and search for the pieces i want to replace them.

this will take time and it means sifting through more gear than i want - also storage is going to be crucial now because something might be close enough

keep on sharing the constructive criticism / feedback

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The problem is not that it is difficult or that it is not difficult, it took time and effort and now it takes more time, and who benefits from it?

Players will play fewer builds even if they do everything right. Even if you only build one build it will be a very long job.

The devs are now completely independent so they don’t need to convince investors via the hours played by the players.

Artificially limiting players’ access to builds via RNG limits player creativity; the game strongly discourages customization.

If you want to make a build with precise details, it’s not difficult, it takes a ridiculous amount of time.

Difficult would be “complete this challenge” and it does NOT mean play for about 30-70 hours and with the blessing of the RNG you will get what you are looking for.

You can’t even think about making more than one build like this.

I agree that it was too easy to break the game with a build, but It’s not easy because making the build was simple.

Even in the previous enchantment system, making an effective build wasn’t fast; it was already tedious and random too.

The reason why it was too easy to break the game is that the buffs are too strong and they are multiplicative and interact with each other strengthening exponentially and the game is not balanced properly for such builds (and the problem still exists now only now you encounter it if you are lucky).

It’s a shame that the devs have made a lot of new enchantments but few new gems and the gems are still rare and less interesting and weaker than enchantments.

Ty

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valid points - perhaps the devs jump on the next lives tream and chat about why they did this and what other options there for their “goal”

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I’ve had the exact same doubt, and this change definitely throws me off. If there’s one thing I enjoy above all else, it’s the ability to create solid builds in a well-balanced game. Experimenting with combinations of weapons, stats, and runes until you get the most out of the combat style you’ve chosen is, without a doubt, one of the most satisfying aspects of any good ARPG.

The problem is that in NRTFW, any optimal build is so powerful that it ends up having a negative impact on gameplay: the combat system simply becomes irrelevant. That said, I don’t understand why, in response to this issue, the decision was made to make life impossible for players who want to optimize their builds. That level of RNG is unbearable.

About seven months ago, when I was an active member of the forum, I wrote this:

The stacking of effects and high percentages is a problem. This becomes obvious when looking at both enchantments and rings. For example, stacking percentage-based damage boosts—such as +30% rune damage—sends the numbers skyrocketing. Then you throw in another ring that adds +20% overall damage, and with just two pieces of gear, your damage increases by an incredible 50%. With enchantments, the scaling goes even further. The higher these percentages get, the harder it is to balance both enemies and players. This leads us to one of the hottest issues in the community: some players have weak builds and can’t progress, while others with optimized builds only need to press one button to break the game.

The game need balance, not more RNG.

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intersting pov

if we leaned into the mechanics and systems more and away for burst damage, that could make the gameplay more challenging

Something i noticed, i had a bow build, flipping between plague quiver and flame quiver, seemed to nuke enemies.

maybe that answer is stacking different elemental damage fror top tier damage, we ahve additional slots for primary and 2ndy weapons and elemental bombs….

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