This may be a little bit of a long one as I am going to try and fit many things into this one post. I will start broad and work my way smaller.
Broad: Skills for Crafting/Enchanting
I think that there should be skills for crafting and enchanting. These can be skills that level up with your character level, for example, when you level up you get 3 attribute points for character attributes and X number of points for proficiency skills (such as forge crafting, workbench crafting, tailoring, enchanting etc), and the higher the skills in those areas the better the works. The one exception would be enchanting since the character doesn’t enchant, Eleanor does the enchanting.
Example: I craft a wand at level 1 workbench crafting and at level 10 workbench crafting. My level 1 wand at 1 WB crafting has a base damage value of 10 and no modifier (no base infusion, no damage up stamina down, etc). My level 1 wand at 10 WB crafting has a base damage value of 15 with a higher chance for modifiers (such as lightning infusion on a weapon with lightning skills).
With enchanting, having a higher skill in enchanting would net you better bonuses from enchantments and gems when equipped. For example, I have a 10% lifesteal gem and an enchantment that gives plus 4 stagger at level 1 enchanting. That goes up to 15% lifesteal and plus 6 stagger at level 10 enchanting, without any changes applied to the gear just the skill.
Another way to do this would be to get a proficiency skill point with each level up, and have ascending perks for each proficiency that you could apply it to. Such as for example Forging has 8 ascending perks, and to get the next perk you have to invest in the previous. Lets say the perks go like this:
Perk 1: 20% better stats on crafted items (damage, durability, stamina cost, focus gain)
Perk 2: 25% higher chance for better modifiers (Damage up with no drawback, Stamina cost down with no drawback)
Perk 3: 25% higher chance for infusions on base item
Perk 4: 25% reduced resource cost for crafting at a forge
And so on. To unlock perk 4 you would have to apply a point in perk 3, and so on. These would have a similar structure to the other skills.
Focused: Enchanting
This is where I have some headache. And by some headache I mean a lot actually. With games like these, one of the main focuses of the end-game becomes optimizing your gear. In some games it’s easier than others, but the big issue that comes with that is each player is striving for their opinion of what they think is the Best In Slot gear, meaning it has all the enchantments, perks, modifiers etc that they want on a piece of gear and none that they don’t want.
The issue with NRFTW when it comes to crafting is the combination of the time to gather resources, plus resource reliability (like what mob drops malformed skulls reliably?), multiplied by the amount of times it takes to get the base modifier you want, multiplied by how many times you get plagued/enchanted when you wanted the other, multiplied by how many times you modify the enchantments and max it out but don’t get an enchantment you want, multiplied by enhancing a stat you didn’t want to prioritize when exalting because it’s random. The sum of this equals “I’d rather stop playing than commit the time to achieve this” when each multiplication step involves starting over from the beginning.
If it takes me 1 hour to get 10 planks, 5 ingots, and 1 skull to craft one weapon, and 30 minutes to get 10 fallen embers, and 30 minutes to get the exalting materials, we are at 1 hour for base mats and 1 hour for enchantment/exalt mats. If I get the base modifier I want 1/10 times, that’s 10 hours to get that modifier. If I get the enchant versus plague that I want 1/5 times, that’s 10 hours to get the base mod multiplied by 5 to get the enchant/plague. Multiplied by how many times it takes to get the enchantment modifiers I want before hitting the modify limit multiplied by the time it takes to farm the embers. Multiply that by how many times to get the right stat exalted multiplied by the time to farm exalt mats. You start ending up with an INSANE number of hours just to get ONE desired penultimate item. I have 4 armor pieces and at least one weapon, so that’s 5 things to go through that process with. With the current state of the mechanics, I cannot see myself following through with that for even 1 single item. Not a chance. Please allow us some control over the outcome, rather than leaving every single thing to RNG.
New Ideas:
Maybe add some form of rune crafting/rune modifying to create more variability in the runes.
Add a system to replace base runes on weapons. Stag of Embers can keep Hellfire, just not the other one (flame arc or something?).
Add in new staff/wand elements. One I would really like to see is healing wands/staves. With how multiplayer is, you can really only have one, maybe 2 front liners without killing each other, and even then the spells will hit your friends in the back. Give me an option to help my friends from behind and not hurt them maybe please?
Nature elements that hurt enemies but heal friends or only heal or something.
Offhand items for casters. Orbs or effigies or something that could enhance your focus abilities, gems, enchantments, etc or provide their own bonuses like a lifesteal aura, focus regeneration etc.
Necklace and cape slot?
Transmogrify items so I can look cool AND be cool ![]()