Ichor System Balancing Solution

I like the Ichor system but it is not very well balanced. I think that the player should decide only between the cool stuff like having an off-hand over an extra ring slot instead of being forced to decide between combat and utility.

My solution is that every time you consume an Ichor all the inventories should be upgraded by 4-3-3-2-2-1 slots on the side until they are complete (this weird number sequence solves the ichor distribution problem while remaining it an only Boss drop). The remaining Ichor should be used to exalt Items instead of having the challenge that asks for 2 Ichor every week.

Also the extra tools slots are useless and if i have 3 weapon slots and only 2 are being used my character should swap between the two instead of going unarmed and if I have 3 weapon slots and only 1 is being used my character should swap between armed and unarmed instead of going over two empty slots.

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I agree: the 2 extra tool slots are useless. I actually think it would be nice to have a fourth weapon slot so that we can have one for each element: plague, fire, ice and thunder. Also the character switching to unarmed when no weapon is equiped is indeed a problem, There should be a way to lock it down.

But using ichor for exhalt? Do you mean as a replacement for the rotten thingy, or as an addition, cause I think the price is already quite considerable.

Overall I don’t think locking down inventory and equipment slots is a great idea, it’s yet another limitation that prevents you from trying out different things at the begining. For utility runes, ring ok, but that’s all kinda BS to me honestly. There are better ways to give a sense of evolution.

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When I wrote the post the exaltation had just been added, the rotten thingy didn’t exist yet.

I don’t remember what it was used for exaltation, I think the embers but I’m not sure.

I would have liked to use ichor as the only cost for exaltation, one ichor to exalt the entire item, not one ichor for each enchantment.

To reframe this idea in the current system, I would say that the rotten thingy can be used with the new system that enhances random things, but alternatively you can use an ichor to enhance the entire item in a balanced way obviously you either use one method or you use the other not both.

The two tool slots will have a use later on, when farming is a thing and hoes and watering cans get added.


But I agree that plague ichor should have additional uses. One I would think would make sense, regarding the new exalting changes in the co-op update, is to dis-exalt items.

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Good to know. Thank you for clarifying this point.

As for dis-exalting items; I don’t know how it works in the new experimental version, but it seems to me you could do it by simply changing one of the enchantment. Or maybe you intend it as a mean to reroll exalting without changing enchantment?

The new exalting changes get explained here: https://youtu.be/ayIqY6Sszcw?t=1065
I like this new system, because the enchantment values can go beyond, what is currently possible in the live version. In case I don’t like how my item turned out after exalting, I would add a new use for the plague ichor, which reverts the item back to how it was before I exalted it. Now I could exalt the item as often as I want, until I get an outcome I am satisfied with.

But it doesn’t make sense to me that we need to unlock them.

And just a little Qol live because we would have to waste 2 ichor to unlock the slots for them.

I don’t like this system, the RNG should just add variety, it shouldn’t be an excuse to make you farm more without any guarantee that your work will be repaid.

If the devs like the RNG so much it’s fine I’m not saying it should be removed, but there should be more reliable and guaranteed options.

I agree, it doesn’t make sense for tools.

The reason I like it, is that the enchantment values can go beyond what is possible on live right now. The idea I proposed would just be a way to dampen the RNG problem and add a new use for plague ichor. Ideally I would have the exalting system we have in the beta right now, just with the difference that we can choose the enchantment.

The reason it doesn’t work for me is the rng.

The fact that enchantments alredy have random values ​​that have a minimum and a maximum (you just don’t know them) the old system guaranteed that they reached the maximum.

But now the system still doubles the statistics which however are also already compromised since they are not at their maximum, also you don’t choose which statistics to enhance, it’s a RNG clusterfuck, If you have an item on which you have run out of rerolls and it doubles a statistic that doesn’t interest you, you have just wasted time and resources for two separate RNG moments.