New Gearing System Announcement Feedback

It makes sense, but removing options even if they are strange options is still a bit sad, and there are some occasions where spells can work even for a class that normally wouldn’t use them, for example I had a spell to enhance the charged attacks on a staff with ice spells and I used it to break the ice, and even if it wasn’t optimal it was quite fun.

Class-specific buffs will still be introduced together with the class system, So I think it’s appropriate to keep the enchantments shared across all weapons as they are now, although since there are weapons that don’t have charged attacks it would make sense that these weapons couldn’t gain the enchantments that relate to charged attacks (although I would prefer all weapons to have a charged attack).

True, since the group is smaller, but it’s more of a work around than the real solution, and if new enchantments are introduced the problem returns.

This is very important, and to make sure that there is truly freedom of gear building, the system needs to be easier to understand and handle, without being clunky and tedious.

There is currently no way to know all the enchantments without checking on the internet, or spending a lot of time & resources searching and writing down every enchantment you find (and this is not a reliable method because the RNG, even on big samples, might still not show you some of the enchantments).

These are some of the main reasons why I wrote this topic:The RNG Problem, Enchantment System Vs Gem System (Refined)” and I think the solution I proposed in the topic solves these problems well, if you’re interested please take a look (and if you read everything I’d be happy if you vote and leave a comment/response/criticism).