They have to change the entire loot and reward system and itemization.
Because this current state is simply not interesting for most players, specially souls players.
This is only interesting for brain**** diablo/poe players who are ok with killing millions of enemies with one button 24/7 to farm millions of random items.
But those players dont want challanging meaningful combat, so they wont play wicked.
So the devs have to decide what they want and go in that direction, instead of being stuck between different directions and having none of them and nothing working properly.
So i think they have to make atleast half the loot/reward unique like in souls games, so exploring and killing bosses are worth and exciting.
And then the other half with rng for farming, but with a proper use of those items, like dismantling or something like that.
Which leads to the other important part of loot/reward system.
This game should be based on blueprints, thats the only solution i think, how to combine unique rewards with rng rewards.
The unique rewards are the guaranteed blueprints on certain locations, quests and bosses.
The mats for those blueprints come from farming monsters and rng loot.
Thats the perfect solution for their mess.
And it would make gear progression exciting, steady and save, instead of rng based.
Same for gems, they need to be garuanteed through rewards or blueprints.
And then they have to rework the enchant system, removing the rng element of it and reduce the embers drops to balance it.
Or something like that.
Similar to exalting the items, the progress should be guaranteed and demands just farming the materials.
Instead of making it rng based, which often leads to frustration and no enjoyment for grinding.
Normal enchanting would lead to blue items and plagued enchantment would lead to purple items.
But you need special plagued materials for plagued entchantment and a special cleansed material to reverse and clense plagued items back to blue items.
And ofc runes and gems should be removable at any time without detroying the item.
So you have proper goals in the game and proper combat with exciting exploration and steady progress.
This is what will make the game successful.
But i dont know if the devs will ever understand this or even read this.
They shouldnt blindly listen to the wicked player base, otherwise they will always have a very small player base.
And the quality of this game deserves much more.
We first need to get the basics, pillars, core and foundation right, before we think of adding new content to save the game.
I kinda agree… RNG is good/exciting until it isn’t…
I mean, early game is more than fine, is fun… but as the game progresses RNG tends not only to become boring, starts being aggravating… and this is regardless of being souls-like or not… unfortunately many people like those mechanics… more related to casinos than games…
Yes some people like the rng, but i think they would like my concept even more.
And other players would like it too.
Its simply a better solution.
It might be not the best, but its atleast much better.
Totally agree with this conclusion.