TL;DR
This suggestion only applies when Dev didn’t rework/ overhaul current enchantment/ reroll system.
First I want to appreciate Dev hard work to deliver and improve current system of the game until Breach Refined (hotfix 6), noticeably at little icon to enchantment grouping give a sense of logic behind enchantment works but still need more explanation and a guide about it for newcomer (I hope Dev can provide official spreadsheet of enchantment).
Now I want to pointing out about how reroll system currently work:
- It is too random/ RNG,
- Because of that randomness, reroll need heaps of fallen ember.
That condition raise a problem which is people protest about fallen ember drop rate because they spend hundreds of ember to try new build or experimenting. From what I understand, the core problem about fallen ember is the suboptimal system of reroll. It is random/ RNG yes, but we could optimize it without remove the RNG things.
SUGGESTION
The problem about reroll system arise when the same unwanted affix keep appearing many times in reroll which the main culprit for burning the fallen ember stock. To mitigate those condition I have suggestion to add a reroll queue system which is:
If an enchantment/ affix/ mod already appear (ex: item weight decrease), that enchantment would not appear again unless all other possible enchantment already appear (to prevent duplicate appearance in the short time).
That way, we could decrease our consumption of fallen ember in the process to build our dream combo without removing the thrill of RNG or tweaking fallen ember drop rate.
SIMULATION, PROS, and CONS
Simulation
To see the benefit of this reroll queue we can use some case, example:
I want to reroll % weight decrease
affix and get % rune damage increase
affix on my plagued wand, here the following current enchantment:
- gain % focus on kill
- gain % health on kill
- % weight decrease
- indestructible
- unrepairable
From weapon’s enchantment pool (reference), we can exclude health and focus group, so there is 26 affix/ mods remaining. Meaning if we had bad luck, maximum spend of fallen ember at 26, and we can spend only 1-5 if goddess of luck bless us.
With current system, just yesterday I spend almost 100 fallen ember to get that 1 specific affix/ mods which is frustrating, because previously I spend the same amount to reroll full enchantment on my 4 armor.
Final Pros and Cons
To wrap it up, here some thought about the effect when the system get implemented:
- In a rare case there is a minor cons for player, if they accidentally reroll their wanted affix/ mods then they need to follow the queue procedure. But it is pretty negligible compare to the benefit
- From the Dev perspective, perhaps there is some intricate spaghetti’s code to consider when include or exclude groups of affix in each of reroll, which have potential in bug. I hope it is minor issue and the Dev can tackle it.
- Overall this optimization will improve player experience to theory craft and change build which make joyous play time longer.
That’s all from me, thanks for your attention and have a nice day fellow Cerim
(back to Isola Sacra to farm fallen ember)