New enchantment system

There shouldn’t be single enchantment which is clearly better than others; otherwise, everyone would use it.

The reason the game breaks is that different effects combined scale multiplicatively and or exponentially.

Ideally, the enchantments should work kinda like this: 2x2+2+2=8 or 2+2+2+2=8 or 2x2+2x2=8 Instead, something like 2x2x2x2=16 or (2+2)x2x2=16

A practical example:

(Less Rune Cost) x (Focus gain) x (Damage) x (Attack Speed) x (Stamina) = Each of these effects enhances the effectiveness of the other.

And it’s very simple to make such a build, the attributes that scale multiplicatively are many more than those that are not influenced by each other, in fact I have to concentrate on making a build that only has effects that don’t influence each other

A practical example: (Fire Infusion) + (Poise Damage) + (Lifesteal) + (Rune Damage) + (Regainable Health)

This combination is one of the most harmless combinations there is it’s basically 2+2+2+2+2= 10 look what happens if I change just one effect

Example: [(Fire Infusion) + (Poise Damage) + (Lifesteal) + (Rune Damage)] x (Attack Speed)

Becomes: (2+2+2+2)x2=16

and not just with Attack Speed

Example: [(Fire Infusion) + (Poise Damage) + (Lifesteal) + (Rune Damage)] x (Less Rune Cost) or (Focus gain)

Still Becomes: (2+2+2+2)x2=16

Example: (Poise Damage) + [(Fire Infusion) + (Lifesteal) + (Rune Damage)] x (Damage)

Becomes: 2+(2+2+2)x2=14

So I think that explained like this, the problem is clear.

Your idea that you have to “cultivate” your own build doesn’t solve much, it just delays the problem to the late game, and discourages experimentation.

A possible solution:

Enchantment must be taken into account by the “alive system” that determines the difficulty of the enemies, only in this way will the game be balanced for everyone.

Furthermore, enchantments must be designed trying to avoid these situations,

For example instead of: +10% damage

Something like: Every 2 seconds your next attack deals 20-70 (based on weapon or player level) more damage

If devs are really using RNG to hide balancing issues it’s ridiculous (and I hope that even if they did it they didn’t do it on purpose with the intent of hiding the balance problems under the carpet).

I hope they can balance the game, and that they solve RNG problems.

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