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Purple items are too weak in early game and too strong in late game.
- Purple items are supposed to be a bit stronger but with a curse that you have to play around, But right now you never play around the curses like rings and unique items make you do, you either ignore the item completely due to a curse that is too strong (which often happens in the early game when you are not sure whether you want to use Embers or not) or you try to counter the curse with a positive effect which completely cancels them out, That leads to builds that are incredibly strong with no negative effects completely missing the Purple item fantasy.
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Many effects scale multiplicatively (eg. Lifesteal + Damage increased + Damage Taken decreased + Healing increased), making optimized builds too strong, and effects too weak on their own or for un-optimized builds
- I won’t actively try to fix this as I don’t think I’m capable of doing so without compromising the current game philosophy on Enchantments (or at least not in a reasonable amount of time).
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My solucion to Purple item’s problem is:
- To have the curses already connected to a specific counter for example: Focus cost decreased by 10%-20% - Lose 5 to 25 Focus (based on Damage taken) each time you take Damage.
- And of course purple items with this change have only 4 enchantments instead of 5 because the curse now counts for 2.
- The reaming 3 enhancements should have the same pull as the Blue Items with the same intensity for example stamina recovery should be to 10%-20% for both items instead of being up to 25% for Purple items, in this system the only difference between Blue and Purple items is the curses or more appropriately called conditions
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Consistency is important, the buffs should be something that your build can rely on not just a gimmick present only vs base enemies and not bosses (Just like rings and gems)
I took the table of enchantments that the developers gave us (that contains all the enchantments) and I added the changes that could be made to balance the enchantments.
- For the design of curses or as I’ve renamed them: “conditions”.
- I’ll prioritize conditions that changes the the approach to combat in interesting ways, rather than stats that simply buff or nerf the player, so that players with different preferences can try different things, similar to what the rings already do.
- If players are fine playing with the playstyle that the curses encourage they can do that and sometimes be a little stronger as a result, or they can keep it simple by using a blue item without feeling they are missing the true potential of the build.
I have expressed my opinion on similar topics also in “Purple, Blue and Masterworks Gear Balance” and in “Lifesteal it’s a Balancing Nightmare”.
2 Likes
I love the effort!
And i love this:
- Damage increased by 7%-12% for each Different Enemy hit in the last 20s
- Comment: Intuitively i would make it 15 seconds because 20 seconds sound a bit too long, especially when being out in the fields and able to rush everything down.
But i love the true in the midst of it all gameplay and its encouragement.
+% Lifesteal instead of increased lifesteal is a way better wording, i agree
Removed durability condition on plagued:
- I kinda like the “based on durability” stuff, which kinda makes sense, you want to get into a big fight in your best condition.
Generally i dont like durability enchantments. I would set every durability to 100 while every enchantment is multiplied by durability /100. that way broken gear can still at least be used but without enchantments. thats especially helpful for beginners and early game.
I get why you want to do to active defence, dominance and burst
- but i think especially regarding the block and parry, people want to go for either one or the other and a combined enchantment would kinda diminish the fantasy of “im building a parry/backstab/xyz build”
- and i think that current enchantments were just the initial batch after their rework
I also think the everything equip load related is too punishing as a downside as well as the take damage after damage taken, is ludicrous. but that’s a side rant on the current downsides.
Another feedback:
- scrolling through that docs is a bit tedious, maybe you should do something similar to their alternative view (in another sheet in their document):
with your weapon version for example next to theirs
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I will integrate your feedback, (if you want to give me a hand you can since I have enabled comments)
Readability is very important but unfortunately I can’t use Excel as well as Docs
It makes sense but, it doesn’t change the way you play (and that’s a good thing because if it changed the way you play it would be horribly annoying), it’s easy to forget about the condition (also because it’s not explained well) and from my point of view it’s useless to add a long sentence for such a superficial gameplay detail (and from that point of view for the same reasons I’m not sure about some of the changes I proposed) also the condition always makes the enchantment Feel weaker, less valuable, even if in practice it’s the same thing.
I think it would makes more sense if all gear, once below 50 durability, became 20% less effective and once below 25 durability, became 50% less effective, just like the general rule of the game (explained properly in a tutorial obviously not like in darksolus 1)
This way the player is incentivized to repair items, and the idea of ​​losing durability on death makes more sense, instead of being just an under cover “you lose money when you die”.
just put all the written stuff in the first sheet and the rest in the second.
and yeah sorry i cant help you, we all got our own ideas and my ideas would clash with yours. if im passionate about something id write my own post^^
and theres a lot i’d write about, like coop invasion or my own take on what enchantments could/should look like…
but your input if read by the devs already puts the ideas on the back of their heads, like an additional tool on how to tackle a problem. so i’d say you’re already having your influence 
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Yes, I realize that players may want to use a more specific build than “Active Defense”, “Dominance”, “Burst” and “any element” and have higher effects in return.
I don’t think adding directly to the Enchantments list is a good idea because I don’t want a player to find themself with a random Enchantment that activates with an action that they don’t know how or don’t want to use, but that Enchantment has a positive effect that they want on a different “activation”, the same reasoning applies to “element build up” instead of Ice/fire/etc buildup, making Enchantments more universal I think that players end up trying more things because they don’t have to re-roll the Enchantments too much.
And I think that Enchantments are not like rings that you change at will to have the combination you want.
But to make a build that focuses specifically on one thing you could make a ring, like this:
Fire Ring
Converts Enchantments of generic elemental effects into Fire effects and Burn Damage increased by 25%-50%
Perry Ring
Converts Enchantments on Active Defense ! into Enchantment “on Perry” and increase the effectiveness of the converted Enchantments by 10-20%