Precisely for this reason when I wrote the gem system I also said this thing and there isn’t a gem that has that effect because it doesn’t have much interest and bothered everyone, (now that you can backstab against all types of enemies at least it makes sense to exist)
I agree having some broken builds in an RPG is essentially unavoidable, but it doesn’t change that the game must be balanced anyway, in NRFTW any build can break the game even by accident.
but wouldn’t it be better to have an interesting and balanced build and switch when you feel like it to another interesting and balanced build instead of being forced to waste time with a weak build, before then protecting yourself from using a balanced blind for one and then end up with a broken build without being able to control this process.
This idea of growth is nice for something like a weapon but running it all day like this doesn’t seem like a good idea to me.
Also because each person has different patience, maybe I want to change build every three days, someone else every week, someone else every month, someone never and someone every day.
I think most players like enchantments as an idea but they want to have more control over their builds especially once they get to the endgame, the op builds will be there but it should be at the player’s discretion whether to use them or not. The current system is so unbalanced that if players could freely build their own builds every build would be broken and that’s obviously not good.
Elden ring is much more balanced than NRFTW but there are build ops there too, as long as you know the game well and start finding broken builds everywhere.
Unlike NRFTW it doesn’t happen to make an op build by accident as the game is balanced quite well (Elden Ring also has a problem with the fact that it has a lot of weapons that are too weak).
If that’s what they wanted, they succeeded, and if I play it with that mindset the game will be fun too.
But the problem arrives in the endgame when I want to test some builds but it’s not possible due to limitations that weren’t thought of well, random rerolls in late game stop making sense.
There’s a reason why at the end of a game in a rougelike you start over again.
From what I understand, Thomas hates (out of principle) that type of game with micro-transactions, so the answer is no, but it’s ironic that they’re getting close.
I have said it many times, the RNG is not evil, it is a tool with advantages and disadvantages that must be used correctly, the current system is not good because the player has no control and can make very few choices, customization is dead, and the RNG is out of control, but we must not make an overcorrection either.
The research table is proof that devs know how to create systems to keep the RNG under control, they have to do similar things to fix enchantments.
In my opinion the best way to do it is what I explained here: The RNG Problem, Enchantment System Vs Gem System (Refined) (obviously there must also be the new enchantments in the gems)
The fact that we are not professionals does not mean that our criticisms cease to be valid and are merely complaints, you don’t need to be a professional to give constructive criticism, based on critical thinking, you just need to be well informed.
Unbreakable is now a Facet bdw xD
This was fixed because the value of the effects of the purple items is the same as the same as the blue ones but now since unbreakable is now a Facet this combination is even stronger xD (because Facets do not occupy an enchantment slot (which is ok in any other case)).