Suggestion: Deconstruct, Dismantle & Disenchant Gear

Deconstruct

The option to turn weapons and armors into recipes

A player would visit the relevant vendor to deconstruct the associated weapons or armor. i.e. metal items would be deconstructed at the blacksmith.

This would make specific weapons and armor more readily available. Especially relevant if enchanting stays randomized. Becomes less meaningful the more enchanting becomes customizable and redo-able.

Dismantle

The option to turn weapons and armors into crafting components.

A player would visit the relevant vendor to dismantle the associated weapons or armor. i.e. wooden items would be dismantled at the carpenter.

This would make crafting weapons and armor easier. Sometimes we are limited by chest respawns and RNG. This gives players the potential to decide between selling an item or dismantling it for rare materials. Dismantling gear would yield a fraction of it would cost to craft the item. Higher tier gear yields more rare materials.

Disenchant

The option to turn weapons and armors into enchanting materials.

A player would visit the enchantress to disenchant blue and purple items for enchanting components such as chipped gems. And maybe other relevant items in the future.

Blue and purple items that are found donā€™t really serve a purpose right now since the stats are too random.

Enchanting is very bare bones right now, I understand it is EA. But, it is nevertheless frustrating with the amount of randomization and lack of customization.

Closing Words

Adding various options besides selling unwanted gear gives players more decision making with what to do with gear. It also gives players more options and interactions with crafting. It lessens farming time which shaves off potential player frustrations.

Other relevant topics

My ideal take on enchanting: Enchanting Reworked, Vampire Survivors Inspired Enchanting

Other suggestions with regards to Deconstructing, Dismantling and Disenchanting Gear:

If there are more, link them and I will add them to the above list.

2 Likes

It is really funny with usā€¦ in one post we hate each others opinion to the guts, and in the others everything is rainbow sunshine.

A little bit like with the Targaryens and the coin. :wink:

  • Deconstruct
    agree, maybe you need ~5-10 items until you have it.
  • Dismantle
    yes, and maybe also allow removing runes/gems, or overwrite
  • Disenchant
    yes, however i would keep gold as the currency
1 Like

I agree on dismantling I think more blueprints is always a good thing

BUT

Iā€™m completely against the idea of dismantling. They specifically said theyā€™re iffy on because their original vision is that you have to interact/grind the environment to get the materials you need. If you can get the material just from fighting it will defeat that purpose. This affects the gameplay loop too much IMO.

Even disenchant/enchanting isnā€™t as barebones as people make it out to be itā€™s perfectly fine to get a dud you have/want to sell. I do think making it possible to get gems is a decent idea but it should be costly, more costly than enchanting is since you control what you get.

1 Like

Valid points.
The first is something that can be approached by the correct balancing, maybe. And the second, via the price.

Just to clarify since you make an implication about me.

I am actively ignoring you, and donā€™t respond to any of your arguments do to your past and present behavior with myself and others.

I donā€™t hate you or your opinions, you are free to have them and argue for them.

But, I dislike how you behave in a disingenuous manner when presenting your arguments or when responding to another person. It shows a lack of respect for someone else, yet, you demand that same respect when others interact with you. I dislike the hypocrisy in that.

Edit: spelling.

Edit 2: proverb 18:2 applies, hence why I wonā€™t respond.

I can see your point with gaining resources from dismantling. It should co-exist with farming the environment, as an added bonus. It shouldnā€™t make farming previous regions obsolete.

Iā€™ll be completely honest in terms of enchanting. If it stays this random with the same amount of white gear scarcity. I actually donā€™t see myself playing the game. I do think we will get changes to enchanting, there is a crafting table. And the gems say that they are chipped gems. So this leads me to believe there will be something like ā€˜ā€˜polished gemsā€™ā€™. Something similar to iron ore ā†’ iron ingot.

I will say that being able to craft alleviates some enchanting issues but not all, and I donā€™t want to go too much off topic :joy:

Edit: spelling.

I mean itā€™s an ARPG the random enchanting just makes sense to me. Some modification could be nice but I do not want to be able to control the enchanting in any way other than rerolling. I fundamentally disagree with the design that you can just keep tinkering with something until itā€™s a literal perfect weapon in ARPGs I think having weird tradeoffs & compromises is what makes buildcrafting fun in these games. I donā€™t want it to be Fromsoft where you take the starter longsword all the way to endgame.

I agree thereā€™s definitely more affix mechanics but the polished gems might not be what youā€™re thinking of. They might just have stronger modifiers like 30-50% dmg extra as heat/lightning/ice/plague damage instead of the current 5-30%

Hmm, I dont want to be that guy who holds up the mirrorā€¦ butā€¦

Oh waitā€¦ actually yes, i want to be that guyā€¦
The difference between us, my friend, is that I dont make a secret about it. Come to the dark side, we have cookies. :cookie:

I agree with random enchanting as a base.

In the future we will get more affixes, so I would like a way to influence the affixes. Personally Iā€™d like it if we could like sacrifice rubies on random enchanting to have a higher chance on rolling Heat based enchants for example. I wanna tinker with stuff but not to the point where there is too much customization.

But, back to the topic. For me one of the most important thing is the ability to clear the game with looking a certain way. I donā€™t want transmog but the ability to make my favorite gear viable. When I first played Titan Quest as a kid I wanted the same armor like the guy on the physical copy; the Theban armor set. I farmed for 100ā€™s of hours untill I got it. Now I have less time, but, I still wanā€™t to clear the game looking the why I want to look. Enchanting for me is too random and certain white items donā€™t drop as frequently. Those are my 2 biggest issues.

1 Like

I Agree. I was so happy getting all the tusks and silver i need for ash daggers, then enchanting ruined them.

I also want the coral spear, but i wonā€™t craft and enchant it, since i am sure, it will be trash after enchant as well. Its just too costly and too risky. I like some sort of randomness, especially with drops, but for crafting and enchanting i wish for a bit more control. Just a bit, not 100%.

Let me influence 1 out of 4 stats by using gems, so my item is not fully useless.

2 Likes

Hm. i like the idea, but i think iā€™d rather want to stumble upon good gear for the dopamine hit instead of having to farm for materialsā€¦ or having too easy access to everythingā€¦

but maybe requiring special materials for crafting, that drop less often might fix thatā€¦

1 Like

ye carfting and enchanting should be 100% controlled in my opinion. also no random values on the stats of crafted or enchanted items.
rng in loot is fine, but not in crafting. im playing for a week and im already sick of it and dont want to even think about creating a proper build. too much wasted efforts into a game.

If you wanna do a proper build you can cycle thru 100 pieces of equipment and still be unlucky. And, that can be just the legs for example.

The problem worsens when you need multiple good affixes and not certain negative affixes. Yesterday I tried enchanting 25 Short Bardicheā€™s and 2 were usable. Luckily enough, the Short Bardiche is purchasable. Imagine trying to find those weapons to get lucky with enchanting.

Agreed, however I do believe it has to be a balance between randomization and customization.

I just played the apoth demo and despite it being super clunky combatwise even its pre alpha version has better itemization than wicked.
it has salvage, it has recipes, it has crafting. not perfectly implemented, but at least already thereā€¦

tbh moon really needs to turn it up to eleven because that is what going to keep players playing beyond the campaign. not a crucible where it eventually makes no sense to fight EK but farm gloamseeds for exalting.

you can really see blizzard-ness in moon thereā€¦wide as an ocean, yet deep as a puddle

100% agree.

Itemization currently lacks sooo much QoL.

  • Common/white gear scarcity, it can take dozens of hours to even find a specific item, gl with enchantingā€¦
  • Blue/purple items = vendor trash, we canā€™t disenchant it so we have a white/common version we can then use
  • Limited crafting which has no depth
  • Enchanting is too random, and just not fun

I do sincerely hope they address those issues with the next big update.

ye, thats insanity. no game should ever be like that. its extremely retarded and backwarded. if you want to make getting a proper build hard, then increase the cost of it in silver or materials. but dont add rng into it. this destroys the game and its the main reason why i didnt buy diablo 4 and was annoyed of the division 2. farming million items to get a build is unimaginable stupid. i hope the devs will get it right very soon.

1 Like

Also @RomoloHero I get the frustration but 100% controlled is just not it either. Just because we have one bad extreme, doesnā€™t mean you have to go all the way over to the other extreme. Like thatā€™s just not the genre or game design of RNG-style stuff. You can hate it you donā€™t have to like it, but there are dozens of millions of players who like the high of chasing the perfect roll on stuff.

Again youā€™re not totally wrong, but thatā€™s the problem youā€™re not totally right either. Going ā€œI hate red so make it blueā€ isnā€™t the solution for the game. This is moreso for @Stinkerbolle the unique challenge for this game is it mixes ARPG affixes with unique movesets per weapon. No matter how complex other ARPGs try to be their weapons donā€™t matter beyond aesthetics. One straight sword is the same as another most of the time, so whichever one drops you donā€™t really care. On the other hand we have to worry about if one katana drops, is it worth using over the other.

I feel like this should not be the game for that. That would not be an ARPG at the end of the day. Then again, this game does not really fall under any category at this pointā€¦

The definition of ARPG has definitely broadened. For Wicked specifically, Thomas wanted to revolutionize the genre of games like Diablo, Path of Exile, Last Epoch, etc. This game definitely has me asking how far can you push a genre before it becomes something else?

BG3 is absolutely not an ARPG, thereā€™s no action to speak of. In fact major parts of the game(Iā€™m not saying story Iā€™m saying the game) can be done via negotiations and haggling. BG3 is the very definition of a RPG

I mean calling them dungeon crawlers is a lie I feel. Did the dungeon ever have any personality, any handcrafted sequences of importance, was it ever anything but just a disembodied void, no it was just a means for the player to grind? Yes this gameā€™s world is handcrafted but at the same time it functions just the same, we finish an area go back to a hub, then run over another itā€™s still a grind.