Suggestion: Affixes grouped under Prefixes and Suffixes (Titan Quest)

Purpose

Wicked has various issues with itemization and enchanting – too much randomness. This suggestion aims to make blue/purple gear more useful when found as well as decrease the randomization of enchanting.

This is just a suggestion, of how Enchanting COULD be handled. And, the conceptualization below is just an idea.

Grouped Affixes

Titan Quest has this system where magical items had Affixes that consisted out of Prefixes and Suffixes.

This means that each and every item found could be useful for the player, and enchanting would become less tedious.

Wicked could take inspiration from this system.

White = No affixes

Blue = Prefix

Purple = Prefix & Suffix

Prefixes and Suffixes would be groups of what Affixes are right now, and expressed in a single or group of words such as: ‘‘of Fire’’.

Prefixes = would be groups of only positive and synergetic/thematic Affixes.

Suffixes = groups of positive and negative Affixes, where the positive Affix has a unique effect, but is relative to the Prefix. The negative affix is always the same.

Prefix example:

Blue item, Summer’s Sting of Lightning

Prefix: of Lightning

  • +X% lightning damage
  • Attacks cost X% less stamina
  • +X% attack speed

Of Lightning would then be the Prefix and contain various already existing Affixes. Thomas already mentioned in the interview with Ginger Prime that he wants to rework elements to where they feel unique to each other. This could further build upon that. Especially with the talent tree in mind. Also, it is worth noting that by grouping Affixes into a prefix, enchanted items will always have a purpose and be useful. The developers can then design groups of affixes with potential builds in mind.

Prefix and Suffix example:

Purple item, Eversol Knight gloves of Vampiric Parrying

Prefix: of Parrying

  • Deal X damage on parry
  • Regain X focus on parry
  • Regain X stamina on parry

Suffix: Vampiric

  • Regain X% health on parry
  • Reduce health by X%

The Suffix in this case would have unique effects, such as lifesteal, but relative to the Prefix. This means that the lifesteal effect would always be associated with the Vampiric Suffix, but expresses itself differently depending on the Prefix. The negative affix would always be the same so you know the trade-off.

Different Prefix and Suffix example:

Purple Item, Summer’s Sting of Vampiric Lightning

Prefix: of Lightning

  • +X% lightning damage
  • Attacks cost X% less stamina
  • +X% attack speed

Suffix: Vampiric

  • Regain X% of damage dealt as health
  • Reduce health by X%

The Suffix is the same but the positive effect is different since the Prefix is different.

Benefits

  • Less randomness with enchanting
  • Purple and Blue items have a higher chance of being more useful
  • Easier to make new builds, especially for newer players

Closing words

Again this is just an idea to fix the enchanting problem and the usefulness of blue and purple items. I’m sure there are other and better suggestions relative to future content.

I am still a bigger fan of letting players pick affixes from a randomized pool that can be influenced, as that is more interactive and gives a greater sense of accomplishment.

Thanks for reading.

2 Likes

Same, I don’t get that either. It seems like a core feature, but maybe it requires other things/content that we don’t know about. But, the roadmap better include something about crafting/enchanting.

I have given up on anything that isn’t vendor plate at this point with the exception if my helmet. Crestfallen Knight just looks too good. Also trying more vendor weapons now as they are more accessible.

We just need more interaction with the system, I wanna feel like I am hand crafting my equipment and then refine it further and further. I want to be engaged by the enchanting/crafting system. The current one does not do that. This is just an idea, not my ideal solution either. But, it does reduce the BS randomness.

I do wish we had more infusement options for white items. Also, really dislike the reduction in runes on the weapon, with 1 being locked…

I’d prefer the handcrafting stuff as well. But, with this there is a lower barrier to entry for people who are less good/creative at making new and powerful builds. It is easier for casual players. I inherently dislike that, but BG3 was a massive success because of that. Also, with the talent trees and revamp to magic it could be solid idea.

Thanks for the support.

1 Like

I really hope systems do not get too simplified. We don’t need the level of depth Path of Exile provides but we don’t want it to be too shallow either.

2 Likes

I’m trying to make an infinite auto attack loop build atm. Short Bardiche, Fillmore sells it, has an infinite loop on Shift + AA and Dodge + AA. Which means that as long as you have stamina you can keep spamming AA’s. So I need certain Stamina Refill affixes which only drop on plagued gear, at least I think so. Also running agi ring for the reduced stamina cost and increased attack speed with that green ring which refill 6% stamina on damage dealt. Then stacking armor/hp/poise defense in order to face tank.

Trying to set that stuff up is just such a hassle, since it is akin to playing the lottery.

The fact that the gems that we use to infuse our gear are called ‘‘chipped’’ gems leads me to believe there is a refined version. Let’s assume that is what the scribble table is for, gem refinement. I still don’t think that would be enough to salvage the current system. Assuming those gems just provide better buffs. Enchanting is still just pressing a button.

:fire:

Yesterday I found a new chest piece that looks gorgeous, never found it before after 100+ hours. I’m saving that stuff, Eversol Knight gear can keep getting bricked :joy:

In that interview with Ginger Prime when talking about the elemental system he mentioned that the current version was a placeholder since they were stretched for time with EA release. I do sincerely hope that is the same with crafting/enchanting. I really can’t imagine they released this version of enchanting and believed people would like it. So in that regard I am gonna assume it is placeholder.

I really wish there was more formal communication. Like monthly devlogs where they show of some of the stuff or show some past stuff they made and then tease some new stuff. It shouldn’t be spoilers or anything, that would be them shooting themselves in the foot. But, we can only remain excited for so long. At some point the glaring issues overshadow the initial hype.

We both want that interaction with our gear and the buildup for the eventual sense of accomplishment when the piece of equipment is ‘‘finished’’.

I thought about that as well, would make finding blue or purple gear more exciting as it actively makes you check the affixes to see if it is something useful.

I like complex games when it is done right. Where it becomes more of, what skills/items synergize and do I need for my build to work. Ideally, the barrier to entry is low enough that it is easy enough for casual players to make a build work, but that there is enough depth to challenge the hardcore crowd.

This :fire:

Farming gear/xp/enchanting feels so exhausting. It reminds me of grinding WoD rep in WoW. Or grinding rep with a random faction if you wanted a certain tabbard for transmog. You log in, mindlessly play the game for 3 weeks doing the same stuff over and over. Then when you have it, you wonder why you went to such lengths to get it in the first place. Or leveling alts to max level in a week. Enchanting in Wicked is the closest thing to that mentally draining experience.

Agreed, we need a balance where both the casuals and hardcore crowd is happy. I still want to be challenged with coming up with a fun build and trying to make it work.