Gems and Enchantments power scaling and issues

There seems to be a few redundancies within the enchantments and gems.

example: helmet enchantment for focus cost reduction when there is the Topaz gem that does the same thing.

Many gems at first glance I would assume would do something, like the Ruby Gem, if it increases fire damage or infuses it on my weapon, it should either add more damage or improve resistance on armor right? Instead it increases enchantment power. Cool, but this issue comes to my next point of contention.

I feel that once you get a good stock of enchanted gear to use as donors for your desired gear, there is no point in interacting with the majority of gems unless you are using a very unique build. On top of that. Gems like the Black Pearl and similar gems that increase enchantment power seem to be the only gems I really interact with for armors. TOO good in the grand scheme of things. I believe build variety would be a healthier and colorful area of the game, that is if everyone isn’t using the SAME enchantment power gems.

Suggestion: change how some of the gems work, example being the spike gems. Give that gem armor pen for armor, or physical damage increase instead of enchantment power increase. Change the Ruby, Quartz, and Sapphire gems to improve the elemental damage as they do with weapons. There are more gems that could use a different effect than simply increase enchantment power. Heck, have the shield emblem gem add the whole gain barrier on dodge/kill/food eaten to the armors instead of gain barrier OUT OF COMBAT, in combat being the most important time to gain barrier if I get hit.

I do not want to nerf anyone’s builds to the ground, I feel that endgame armor so far is slightly OP. But not overbearingly OP if beefed up with those 50-60% enchantments. I think it would be nice to increase enchantments innately by ~20-40%. On top of allowing gems to be slotted in as if they were enchantments…

As far as I have seen, each piece of enchantable gear have unique enchants. Helmets have focus related affixes, leggings have stamina or movement affixes, gauntlets have healing, charging attack increase, and status buildup. And chests have damage reduction, and other status relate effects. KEEP these as they are fun and unique, but allow gems to be important with enchanted gear. Not just for enchantment power increase, but for the effects they give for masterwork gear.

TLDR: Change how some gems work to coincide with enchantments of same/similar nature, even on enchanted gear like masterworks. And instead of nerfing builds, improve enchantments by ~20-40% to compensate for the lost power increase.

I know this is early access, I hope Moon has something up there sleeve cause this game does ROCK. It just has a few issues I feel could be easily fixed.

A lot of these points have been made in other threads. There’s a large discussion about the RNG in general that has been going on for a LONG time, as well as a few specialized towards talking about those gems you mentioned. I can’t recall where those threads were, but I know they exist.

I have a feeling that Moon has plans to completely rework the enchantment system with the class update, but I have no hard info on that at the moment.

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