I think the distinction between enchantments for blue and purple items should be removed. +10% damage on a blue item is the same as +10% damage on a purple one. There is already a difference between blue and purple items (more enchantments but with a downside), so there is no need for separate enchantment pools, especially since it creates a dependency on third-party websites just to know which enchantment can be found on which rarity.
The restriction on enchantments extracted with an Essence Ember feels forced and unnecessary. It would be so much simpler and more intuitive if we could extract any enchantment and reapply it to any other item. Keeping slot restrictions makes sense (like movement speed only on pants, for example), but there is no valid reason for a specific enchantment to be restricted to only blue or purple items.
In my opinion magic and plagued gear should not share the same enchantment pool.
Separate enchantment pools make both item groups relevant through the whole game. Furthermore, this destimction creates necessary balance boundaries, so that the player has to make decisions/trade-off. Simply putting all the best enchantments on one item is the most boring design and will quickly kill build variety.
The existence of specific âbest enchantmentsâ is actually the core of the problem. Real build variety comes from having a multitude of balanced options, not from forced restrictions. Managing two separate enchantment pools is just an additional obstacle to proper balancing, and it adds unnecessary artificial complexity to the game.
When you have 2 separate enchantmet pools you have to think more during build creation.
For instance, take a look at pants enchantment pools. Magical pants have better support options with +movement speed & stamina/focus on dodge as well as a few unique damage related enchantments. There is a lot of good stuff to chose, but you are limited by the 3 enchantment slots.
Usually one pool has the better defensive option, while the other a better offensive option. If all enchantments were available for plagued gear, you could easely cover all your needs with just one item. Separation leads to trade-offs and trade-offs lead to personilised builds.
There are already different exclusion groups that prevent you from stacking, say, 3 offensive enchantments on a single item, and some enchantments are already slot-specific. I really donât see why you feel the need for two separate enchantment pools on top of that to achieve build variety.
I think it only seems logical because âthatâs just how the game currently is.â But fundamentally, there is no need for such a complicated and opaque system just to force players to make sacrifices.
A sufficiently compartmentalized pool (via the existing groups) should be enough to force us to choose one enchantment over another. The Blue/Purple differentiation adds no real value here. That segmentation shouldnât be the deciding factor in choosing between a Blue or Purple item; that choice should be driven by the need for either 3 or 4 positive different stat groups on that slot, and if you can manage the downside.
If the curses were well thought out the role would remain quite distinct.
Maybe you donât need an extra effect and would rather have one less curse.
Or you hate curses because you think that They are too punishing and only use blue items.
The current system doesnât work well, you can barely decide between a blue and a purple item using the effects list, let alone if you only have in-game experience.
Choosing between blue and purple items based on available enchantments rather than whether you want the enchantment or not seems to me to make decisions simpler and less interesting.