New Ember Type: Desecrating Ember

Disclaimer

I think perfect gear should be painful to acquire. crafting one should be an accomplishment. This means

  • it’s entirely optional
  • a very small portion of the game will probably require good enough RNG on exaltations, not even perfect gear
  • On the other hand, wicked is also a skill based game so the above point is very likely to not even be true.

BUT

Since the Sublime Ember competes with the Exalting mechanic at the Watcher I thought it would be interesting to replace it with one that will be more sought after at endgame.

So what would the Desecrating Ember do?

(It) Removes 2 random Enchantments and all Exaltations from an Item.

Rarity: YES!

Why removing random Enchantments is important:

It should be dangerous to use this ember. It only exists to shorten the process of recrafting a near perfect item, which means it allows you to keep

  • Item
  • Item Level
  • Facet
  • Plagued Downside
  • 2 Enchantments

Compared to having to recraft a complete new Item, this is huge. It means you save

  • 2 Essence Embers
  • A bunch of Fallen Embers to reroll the Plagued Downside
  • A lot of upgrading / crafting materials.

The only downside would be “having to be prepared”, so you can instantly add back the lost enchantments, so your item doesn’t instantly brick. Or you just have a good replacement. But it definitely screams “endgame crafting ember” at you.

And the good thing about it is: Beginners won’t even use it, because it either sounds like a weird “just downsides ember, wtf?!” or too dangerous, meaning, they don’t accidentally brick their item (like the sublime ember does)

Looking at that shortcut, I’m also thinking about removing all the Enchantments or randomly removing 2-4 Enchantments.

Thoughts?

So it’s one step short of using void + corrupt until you get the plagued downside you want on any other piece of gear with the same facet. Not really that exciting of a prospect.
With the plus that doing it on another piece of gear does not incur the risk of destroying your build.

I’m sure the embers can be improved, but this feels just like a sidestep to me, and not an improvement.

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It’s worse than a sidestep, as it adds yet another loot drop to the diluted drop table and on top even more inventory pollution to an inventory that’s already annoyingly too small and needs constant emptying within 15 minutes of play.

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To me it sublime embers enhance exalting rather than compete. When you first reach end game, husks and torn marrow are not abundant. Sublime embers let you do the final two exalts without having to consume any of those precious resources which you might prefer using on weapon/armor upgrades instead.

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It would be yet another addition that instead of solving the problem at the source would solve it in game making the player waste time looking for an Ember and solving a problem that shouldn’t even exist in the first place.

So is Just like the other embers, it wouldn’t even be out of place.

But that doesn’t take away the fact that it’s not fun to collect super rare embers via RNG to do basic things like manage the effects of your items.

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Guys i get that you are pissed about general ember drop rates. i talk about the BiS crafting loop independent of the current abysmal drop rates.

all they need to do is make embers drop twice as much and most of your problems are solved.
and they also only need to add another row or column to inventory and then even that issue is solved.
Moon is currently trying to die on hills not worth dying (e.g. timers) and will eventually figure that they f-ed up inventory space. (no wonder with that copy paste mobile style btw :wink: )

as a reminder: We need endgame crafting mechanics that make crafting interesting and worth pursuing. the moment you only spam rng to get the right enchantment (as we did with old embers) is the moment crafting becomes annoying instead of being core to the game loop.

i get you want to play other archetypes, but its the same with them as it was for your first character:

You dont start out with bis equipment.
You retire with bis equipment.

15 minutes of playing? on gear maybe if you take everything without checking what you actually need. hoarding is a you issue. and maybe read the post. its a replacement for sublimes.

makes sense at the beginning of endgame, but you wouldn’t want to sublime them anways since your are probably not running BiS enchantments, which means the further exaltation is away, the more you can think about what you actually want for the build instead of just blindly using it for a short term buff but a long term brick.

and once you finally can exalt and mess it up with rng, you might just find one desecrating orb to try again and figure out the exalt desecrate loop

yeah how long does it take for you to farm 2 essence embers, 10-15 fallen embers and 100 semi hard to come by resources that also need at least an hour of processing?

do you guys all have reading comprehension issues?

It’s endgame currency and as a reminder: it’s optional for mainly bragging rights and potentially breaking the game.

You either are deep in the endgame and you are full of all those resources, or you’re not at endgame and you don’t need your proposed ember.

In the end the most difficult thing is getting the facet and plagued debuff pairing on the correct item, the rest of the affixes is easily craftable.

YES, EXACTLY!!!

which means it allows you to keep

  • Item
  • Item Level
  • Facet
  • Plagued Downside
  • 2 Enchantments

So instead of starting from scratch you start at the base item with only some enchantments removed. you just plug those enchantments back in and then you try another round of exalting.

That is why it should be rare, because it is a very valuable shortcut.

(Get some Vyvanse bro, it helped me a lot but you definitely need it)

Nope, you are basing all of this on the fact that the droprates of embers are not in line with what’s needed.

Once they are, getting the correct base will be easy and you’ll just have to reroll one affix and attach the rest.

In the end I’m of the idea essences should be removed in favour of one generic essence that will be used to do everything, then pay the vendors to craft what’s needed.

After that, balancing the cost of the vendors instead of the droprate of embers will be far easier.

hmm, maybe. Let’s find out if that will happen. what do you think, how many more ember drops do we need for that? 2-3 times more?^^ i was thinking 2 but even that is too little for just one set of equipment for one character…

The problem is that we are working with two fallacious systems:

The New sublimation which is terrible, and the embers both built around the RNG without any benefit because the RNG should improve the experience by adding variability and variety, and instead here it is used to make the duration of the work necessary to obtain embers and gear indeterminate and unpredictable.

And Embers like all currencies in this game will always have this problem of either being too rare or too common.

It’s a design problem to add another currency that takes up space in the inventory to solve a problem that shouldn’t exist in the first place and doesn’t become even if it’s only meant for the few who play the Post game, I also think that the Post game is played by a few people precisely because there are these unsatisfactory systems in place.

Did you think that if something breaks the game then it shouldn’t be in the game? Or at least it should be nerfed until it works properly.

I don’t like your ember as an idea because to solve the problem it would be enough to make the sublimation controlled by the player instead of RNG.

And if this breaks the game it means the game is already broken now just that the RNG hides it.

And if you get a result through the RNG it’s not thanks to you but it’s just luck, you can find it on the first try or on the one hundred and fiftieth attempt it would always be thanks to luck and not a reflection of your effort.

Furthermore, sublimation is a mechanism specifically designed to solidify the identity of the item. Making it temporary would be problematic for many players who want the satisfaction of having an item with a strong identity.

fair take

maybe, if you got through enough pain to make it work, sure. im trying to get resistance above 100 right now, and i actually have the body armor for that. but that required 3 exalts in one stat^^ plus the low life +100% gem and a unique ring i dont have yet.

so yeah if you have to jump through a lot of very lategame hoops then yeah of course.

I totally get what you mean, i dont really like rng as well. but if you don’t make it luck dependent you have to make it effort or skill dependent. and what im proposing is a more path of exile like approach, where yeah, there is rng, but you can at least prevent the worst outcomes.

And i think what you are proposing is pure determinism, that just has to be learned, but tbh i think most people of reading that article have stopped reading after the second paragraph (but i like the corrupted gem idea. maybe i give the post another try)

well yeah that would be the case if it were perfect, not near perfect. so your argument here falls flat. you desecrate because the exaltation wasn’t perfect. if the item was perfect you wouldn’t put it anywhere near that ember. But i kinda also get what you mean, some people want to keep memories instead of being able to repurpose an item. but if you throw away the image of your loved ones because you want to reuse the frame, that’s on you… the hall of fame for glorious items is just one big chest away…

Pain is exactly the right word, the fact is that when working in a game becomes suffering I think there is a problem.

It’s correct that to achieve something in a game you need work, effort, skill.

But when the system is not fair, like when you add RNG in the Wong place, the work becomes suffering.

Used in this way RNG creates alienation between the work and its result, the gamer does not know at what point in the process he is at because in reality he is in a loop from which he will exit based on the result of the RNG.

I understand that you are intrigued by perfect builds but in my opinion being op is not a good goal, trivializing the game can be fun at first but then it quickly becomes boring.

Perfect builds should be difficult to obtain but not ridiculously so, and in the end they must be strong but they must not revitalize the game.

If you want to continue playing the game you can do other builds.

If you don’t want it then don’t play, the game doesn’t have to be immortal.

The problem is that the game in an attempt to last longer diminished the quality of the experience.

People keep playing Elden Ring because it’s full of content and ways to relive the experience, not because they’re struggling for the perfect build.

That’s exactly what I would like, for example, if to sublimate a weapon you would need to do a specific challenge using that weapon which would be much more fun.

Not relly, it’s much more deterministic but I don’t remove the RNG entirely, in the right quantities and in the right places RNG leads to variety.

And the game also needs to give something to those who play a lot.

In the gem system that I propose, the large gems have the role of being difficult to obtain all of them (as is already the case now).

I also have this opinion, the question of the identity of the item is a perspective that many players have, but which I really don’t agree with because if you like an item you basically keep it as it is so even if you have the possibility of changing it you don’t do it, but I know that many people don’t agree.