Item crafting and attributes

Hello all,

I think that the use of Fallen Embers is too excessive. I find my self, after finding the core items that I need for a build (Rare or Cursed), that the sole purpose of looting diminishes to finding Fallen Embers (and upgrade materials). In my opinion, this should be nerfed to increase item uniqueness and overall replayability. A thought would be to limit the use of fallen embers to just one item attribute per item and to introduce a new consumable (or consumables) to add one, two or three missing attributes to the item.

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I agree, this issue has been discussed several times in these topics: The RNG Problem, Enchantment System Vs Gem System (Refined) , New Gearing System Announcement Feedback, and others.

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Thank you! Should have searched more, I guess!

I understand this, but IMO it should remain as is, simply because one of the main ideas of the early access is so that people should be able to test stuff, see how things are working, and report any issues they may have with those things.

Limiting the amount of embers/enchantments options although a good idea, it will only introduce another barrier for the player to test.

RNG with the items uniqueness is one thing, but limiting the available potential of an item is something completely different, especially when it comes to an early access title.

I’m not saying things should be free, as you still have to farm many other things in the early game, and you really take a full advantage of the embers relatively later in the game, as it doesn’t come cheap in the early game, nor do you have an unlimited amount of amber.

In conclusion, it’s a decent idea, but at the point, it should be something to consider for 1.0 potentially