New Ember Type: Desecrating Ember

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.