Few things that needs the game

Here are a few things that are missing from the game and will improve it in my opinion:

  • Be able to change gems on weapons and gear. Finding a perfect roll on gear or weapon is difficult, adding a gem you can’t replace is way too punishing.

  • Lock/unlock button on the current gear you are wearing, to avoid accidentally changing or selling your main gear.

  • Making favorite gear/weapon so you can not sell it.

I have many more to add but I want to focus on this first.

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Agree with the locked gear, that goes to the enchantment tab too, but the change of gems is not good since gem is locked with percentage, so unless this burns the gem previously used there will be no downside to just changing it until you get the best result.

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Yes that’s what I mean about replacing the gems, of course there should be a penalty for replacing a gem, destroying the previous gem.

My issue with the 1st point for ANY post regarding it is this lets you get too close to making a perfect weapon destroying the RNG aspect of these games. If you can make a weapon literally perfect from the 1st 5 hours of the game then that destroys the looter part. The gems even though they’re rarer than a weapon are still inevitably less valuable because the weapon + enchantments are what matter.

What if we started at the lowest increment and slowly let players add more gems to it increasing the value of the effect. I understand this seems weird but I had played a game where you would use duplicates of weapons and armor to increase their values be it defense, damage or in this case perks.

So lets say the player Infuses a Gem and RNG kicks in and gives 0.4% on Stamina on Damage Dealt. Now the player can infuse more gems into it and increase this value over time while retaining the RNG of drops as the means for progressing to an end goal, that being the ability to finish a weapon and move onto another, and same for armor.

As someone who likes to use everything available it would be nice to have a Means to and End with weapon and armor so we can explore more options. You’d still need to grind more gems for that 1 weapon and even after 300hrs I’m still trying to stack certain gems for future possibilities.

Ex: Emerald Gem with Stamina on Damage Dealt Max is 3%.
Instead start the first infusion with RNG. If the player gets 1.3%, then each Emerald Gem infused again would add 0.1%. So the emphasis of grind is there without just letting people max out quickly or with anything easily. Eventually slotting in enough Gems to reach 3% and move on to another weapon or synergy.

I don’t mind RNG, so long as there is a Means to an End.