The RNG Problem, Enchantment System & Gem System “TOGETHER” (Update)

:double_exclamation_mark::new_button::double_exclamation_mark: If you’ve read this topic before and are rereading it in 30/01/2026:
I’ve added new Paragraphs to the end of the topic, I’m speaking in more detail and have more informed opinions about the TOGETHER Update.

Also There is a questionnaire that I would really appreciate if you filled it out: The RNG Problem, Enchantment System & Gem System “TOGETHER” (Update) - #34 by Lombix_4

- INTRODUCTION

In my opinion the new QoL of the gems has brought them to a point where they could replace the entire Enchantment System provided that more iterative gems are added instead of banal stat boosts and that some of the old gems are reworked, translating interesting mechanics taken from enchantments directly into the new gems. So I tried to give a detailed insight to See how this change could work.

- MY EXPERIENCE

I have 750h of gameplay, I tested all the new features in the Breach Refined.
I did a run where I played only with gems on hard mode (in the Breach Refined), intrigued by the fact that the gems are now removable without destroying the item, and this run changed the way I see the game, particularly the Enchantment System, I had gotten used to the RNG system with the embers by now and I never used the gems to their full potential, because I was afraid of ruining an Item permanently, and wasting the gems.

In this ran I rediscovered the joy in making builds, I was happy to return to sacrament with new gems to try out new combinations, instead of being frustrated that I have used, with long and tedious process 25+ Embers to make a decent item and I have no more embers for the other items.

I previously complained about the balance between the pestilential items (purple) and the Magical items (Blue), the blue items were useless because the purple ones were too strong in comparison, and I thought that was the main problem.

But it turns out that even if the balance between the purple and blue items is much better, and consequently also the balance of the game, the real problem is that the process of obtaining well-built items is tedious, frustrating and stressful because of the RNG.

I also played The “TOGETHER” Update and tried out the new embers, and there’s still a lot of work to be done, I’ll talk about it in more detail later.

- MY OPINION ON RNG

RNG is at its best when it adds variety without us realizing it. Like in the enemy movesets.

In my opinion, it’s fine that the gems are randomly obtained, but there should be a way to obtain them that doesn’t involve RNG, for example a merchant That we can send to collect specific gems (and perhaps also other items) for us.

And as for enchantments, the same goes. If this system stays the same as it is now, there should be a way to get the Gear in the way we want it, at least for the late game. However, to do so, we might need some special items that are difficult to obtain, but they must be obtained in a way that doesn’t involve RNG.
For example, there could be a mode in the Crucible that, upon completion, grants you this item.

RNG has to respect my work (and my time) and this system doesn’t seem to do that.

And if what I’m trying to say isn’t clear I hope this example helps:

“Imagine, you work for a month and at the end of the month you get your salary, but instead of it being agreed upon in advance, your employer spins the wheel and pays you based on what comes out.”

Working to get what I want can be satisfying but it is only on the condition that I know that my work is paid fairly, not that there is a possibility of that happening xD.

Finding enchantments by rerolling doesn’t meet this criteria. The enchantment system doesn’t respect my work.

- - :sparkles: THE GEM REWORK :sparkles: - -

Some of The technical details of the system are structured in a Q&A, (at the end of the Topic) so that you can read the brief questions first and then, if you are interested, continue reading the answer after it.

The gems are based on the old enchantment list, but I think I’ve still shown that the gem system is capable of much more than what it does now.

- STANDARD GEMS :gem_stone:

Gem effects have been brought to the same Power Level as enchantments.

Almost all gems will have different effects based on the gear they are placed on, but despite this Gems have largely retained the same effects and themes, but where slots were missing and there was too much redundancy, new effects inspired by those already present in the enchantment system have been added.

To include all the interesting enchantments from the enchantment system, I’ve also added new gems. There are also some completely new effects, and the less useful enchantments have been buffed or Reworked.

Two-Handed Weapons will get both the “Weapon buff” & the “Off-Hands buff” provided by the gem, so that a build with a two-handed weapon is not inferior to a build with a one-handed weapon + Off-Hand weapon.

Reading Scheme

:gem_stone: Gem Name
Gear:
None → New Effect (Almost always similar in theme to other effects in the gem)
Gear: Old Effect → New Effect (maybe the same but considerably buffed)
Gear: Old Effect = Same Effect (maybe a slightly different value)

10-15 = 10(Standard) - 15(Sublimated (+≈34%))

:down_arrow:

Reworked Standard Gems

image Chipped Amethst
Weapon: Plague Damege infusion = Plague Damege infusion
Shield: Deal 5%-15% Plague Damege on block → Deal 10%-15% Plague Damege on block and Deal 30%-45% Plague Damege on Parry
Off-Hands: Plague Damege infusion = Plague Damege infusion
Armor: Plague Resintece incresed by 6%-20% → Infected Enemy Stagger Resistance decreased by 20%-30%
Helmet: Infecion Buildup incrised by 4%-15% → Infected Enemy Damage decreased by 10%-15%
Pants: Plague Resintece incresed by 6%-20% → Deal 20%-30% Plague Damege on Dodge
Gloves: Infecion Buildup incrised by 4%-15% → Execute Infected Low Health Enemies on Damage Dealt

image Chipped Quartz
Weapon: Lightning Damege infusion = Lightning Damege infusion
Shield: Deal 5%-15% Lightning Damege on block → Deal 10%-15% Lightning Damege on block and Deal 30%-45% Plague Damege on Parry
Off-Hands: Lightning Damege infusion = Lightning Damege infusion
Armor: Lightning Resintece incresed by 6%-20% → Overall Speed increased by 10%-15% for 8 seconds after Shock Buildup
Helmet: Shock Buildup incrised by 4%-15% → Enemies are stunned for 1s on Shock Buildup (30s di cd per enemy)
Pants: Lightning Resintece incresed by 6%-20% → Deal 20%-30% Lightning Damege on Dodge
Gloves: Shock Buildup incrised by 4%-15% → After Shock Buildup gain 2-3 extra Damage On-Hit for 10-15 sec This effect can stack up to 6 times

image Chipped Ruby
Weapon: Fire Damege infusion = Fire Damege infusion
Shield: Deal 5%-15% Fire Damege on block → Deal 10%-15% Fire Damege on block and Deal 30%-45% Fire Damege on Parry
Off-Hands: Fire Damege infusion = Fire Damege infusion
Armor: Fire Resintece incresed by 6%-20% → Burn Damage increased by 25%-50%
Helmet: Burn Buildup incrised by 4%-15% → Deal 25%-50% Explosion Damage on Burn Buildup (30s di cd per enemy)
Pants: Fire Resintece incresed by 6%-20% → Deal 20%-30% Fire Damege on Dodge
Gloves: Burn Buildup incrised by 4%-15% → Deal 25%-50% Explosion Damage on Kill The size of the explosion depends on how much burn damage the enemy has taken

image Chipped Sapphire
Weapon: Ice Damege infusion = Ice Damege infusion
Shield: Deal 5%-15% Ice Damege on block → Deal 10%-15% Ice Damege on block and Deal 30%-45% Ice Damege on Parry
Off-Hands: Ice Damege infusion = Ice Damege infusion
Armor: Ice Resintece incresed by 6%-20% → Frozen Enemy Armor decreased by 15%-30%
Helmet: Frost Builduo incrised by 4%-15% → Gain 2%-3% Focus on Damage Dealt against Frozen Enemies
Pants: Ice Resintece incresed by 6%-20% → Deal 20%-30% Plague Damege on Dodge
Gloves: Frost Builduo incrised by 4%-15% → Gain 2%-3% Stamina on Damage Dealt against Frozen Enemies

image Chipped Pearl
Weapon: Healing increased by 4%-15% = Healing increased by 10%-15%
Shield: Healing increased by 3%-10% = Healing increased by 10%-15%
Off-Hands: Healing increased by 3%-10% = Healing increased by 10%-15%
Armor: Healing increased by 4%-15% = Healing increased by 17%-25%
Helmet: Healing increased by 3%-10% = Food Healing increased by 20%-30%
Pants: Healing increased by 3%-10% = Healing increased by 10%-15%
Gloves: Healing increased by 3%-10% = Healing increased by 10%-15%

image Chipped Blood Stone
Weapon: Lifesteal increased by 3%-10% → Lifesteal increased by 7%-10%
Shield: Lifesteal increased by 2%-5% → Lifesteal increased by 3%-5%
Off-Hands: Lifesteal increased by 2%-5% → Lifesteal increased by 3%-5%
Armor: Regenerable Health incrised by 5%-15% → Gain 10%-15% Health on Stagger
Helmet: Regenerable Health incrised by 5%-15% → Gain 7%-10%Health on any Buildup
Pants: Regenerable Health incrised by 5%-15% → Gain 3%-5% Health on Damage Dodged
Gloves: Regenerable Health incrised by 10%-25% → Gain 10%-15% Health on Parry

image Chipped Diamond
Weapon: None → Mony drop chence incrised by ?%, if Max Level: Indestructible
Shield: None → Mony drop chence incrised by ?%, if Max Level: Indestructible
Off-Hands: None → Mony drop chence incrised by ?%, if Max Level: Indestructible
Armor: Experience Gain incrised by 3%-10% = Experience Gain incrised by 7%-10%, if Max Level: Indestructible
Helmet: Experience Gain incrised by 3%-10% = Experience Gain incrised by 7%-10%, if Max Level: Indestructible
Pants: Experience Gain incrised by 3%-10% = Experience Gain incrised by 7%-10%, if Max Level: Indestructible
Gloves: Experience Gain incrised by 3%-10% = Experience Gain incrised by 7%-10%, if Max Level: Indestructible

image Chipped Dianite
Weapon: None → Attack Speed increased by 7%-10%
Shield: None → Overall Speed increased by 3%-5%
Off-Hands: None → Overall Speed increased by 3%-5%
Armor: Focus cost decreased by 2%-5% → Focus cost decrised by 20%-30% for 5s after Stagger
Helmet: Focus cost decreased by 2%-5% → Focus cost decrised by 13%-20% for 6s after Rune Attack
Pants: Focus cost decreased by 2%-5% → Focus cost decrised by 7%-10%
Gloves: Focus cost decreased by 3%-10% → Focus cost decrised by 7%-10%

image Chipped Emerald
Weapon: Max stamina Incresed by 4%-15% → Gain 40%-60% Stamina on Kill
Shield: Max stamina Incresed by 3%-10% → Gain 40%-60% Stamina on Parry
Off-Hands: Max stamina Incresed by 3%-10% → Gain 10-15 Stamina on Damage Dodged
Armor: Max stamina Incresed by 3%-10% → Gain 40%-60% Stamina on Stagger
Helmet: Max stamina Incresed by 3%-10% → Max stamina Incresed by 10%-15%
Pants: Max stamina Incresed by 4%-15% → Gain 10-15 Stamina on Damage Dodged
Gloves: Max stamina Incresed by 3%-10% → Gain 40%-60% Stamina on Parry

image Tiny Fang
Weapon: Attck Stamina Sost decrised by 7%-15% = Attck Stamina Cost Decrised by 10%-15%
Shield: Perry Samina Cost Decrised by 9%-30% = Perry Samina Cost Decrised by 60%-90%
Off-Hands: Dodge Stamina Cost decreased by 7%-25% = Dodge Stamina Cost decreased by 17%-25%
Armor: Stamina cost Decrised by 2%-6% = Stamina cost Decrised by 7%-10%
Helmet: Stamina cost Decrised by 2%-6% = Gain 13-20 Stamina on any Buildup
Pants: Stamina cost Decrised by 3%-10% = Dodge Stamina Cost decreased by 17%-25%
Gloves: Stamina cost Decrised by 2%-6% = Stamina cost Decrised by 7%-10%

image Tiny Feather
Weapon: Item Weight decrised by 4%-15% → Item Weight decrised by 17%-25%
Shield: Item Weight decrised by 4%-15% → Item Weight decrised by 17%-25%
Off-Hands: Item Weight decrised by 4%-15% → Item Weight decrised by 17%-25%
Armor: Item Weight decrised by 4%-15% → Item Weight decrised by 17%-25%
Helmet: Item Weight decrised by 4%-15% → Item Weight decrised by 17%-25%
Pants: Item Weight decrised by 4%-15% → Item Weight decrised by 17%-25%
Gloves: Item Weight decrised by 4%-15% → Item Weight decrised by 5

image Chipped Granite
Weapon: None → Poise Defense increased by 7-10 while Charging
Shield: None → Poise Defense increased by 7-10 while Blocking
Off-Hands: None → Poise Defense increased by 7-10 while Channeling a Rune
Armor: Poise Defence incrised by 1-3 = Poise Defence incrised by 2-3
Helmet: Poise Defence incrised by 1-3 = Poise Defence incrised by 2-3
Pants: Poise Defence incrised by 1-3 = Poise Defence incrised by 2-3
Gloves: Poise Defence incrised by 1-3 = Poise Defence incrised by 2-3

image Chipped Jede
Weapon: None → Stamina recovery incresed by 13%-20%
Shield: None → Stamina recovery incresed by 13%-20%
Off-Hands: None → Stamina recovery incresed by 13%-20%
Armor: Stamina recovery incresed by 4%-12% → Stamina recovery incresed by 13%-20%
Helmet: Stamina recovery incresed by 4%-12% → Stamina recovery incresed by 13%-20%
Pants: Stamina recovery incresed by 4%-12% → Stamina recovery incresed by 13%-20%
Gloves: Stamina recovery incresed by 6%-20% → Stamina recovery incresed by 13%-20%

image Chipped Jewel
Weapon: Max Focus incrised by 4%-15% → Gain 10-15 Focus on Kill
Shield: Max Focus incrised by 3%-10% → Gain 7-10 Focus on Block
Off-Hands: Max Focus incrised by 3%-10% → Gain 10-15 Focus on Damage Dodged
Armor: Max Focus incrised by 3%-10% → Max Focus incrised by 20%-30%
Helmet: Max Focus incrised by 4%-15% → Gain 10-15 Focus on any Buildup
Pants: Max Focus incrised by 3%-10% → Gain 10-15 Focus on Damage Dodged
Gloves: Max Focus incrised by 3%-10% → Gain 20-30 Focus on Parry

image Chipped Marble
Weapon: Max Health increased by 3%-10% → Gain 7%-10% Health on Kill
Shield: Max Health increased by 3%-10% = Max Health increased by 7%-10%
Off-Hands: Max Health increased by 3%-10% → Gain 3%-5% Health on Damage Dodged
Armor: Max Health increased by 4%-15% = Max Health increased by 10%-15%
Helmet: Max Health increased by 3%-10% = Max Health increased by 7%-10%
Pants: Max Health increased by 3%-10% = Max Health increased by 7%-10%
Gloves: Max Health increased by 3%-10% = Max Health increased by 7%-10%

image Chipped Meteorite
Weapon: None → Rune Damege incresed by 13%-20%
Shield: None → Elemental Resintece incresed by 20%-30% while blocking
Off-Hands: None → Damege incised by 10%-15% aftrer any buildup
Armor: Elemental damage taken decrised by 2%-5% → Elemental Resintece incresed by 13%-20%
Helmet: Elemental damage taken decrised by 2%-5% → Elemental Status Buildup incrised by 10%-15%
Pants: Elemental damage taken decrised by 2%-5% → Elemental Resintece incresed by 13%-20%
Gloves: Elemental damage taken decrised by 2%-5% → Elemental Status Buildup incrised by 10%-15%

image Chipped Moon Stone
Weapon: None → Gain 17-25 Focus on Fatality
Shield: None → Gain 20-30 Focus on Parry
Off-Hands: None → Regenerate Focus
Armor: Regenerate Focus in Combat → Regenerate Focus
Helmet: Regenerate Focus in Combat → Regenerate Focus
Pants: Regenerate Focus in Combat → Regenerate Focus
Gloves: Regenerate Focus in Combat → Regenerate Focus

image Chipped Shield Emblem
Weapon: None → Damage Taken decreased by 10%-20% while Charging
Shield: None → Damage Taken decreased by 10%-20% while Blocking
Off-Hands: None → Damage Taken decreased by 10%-15% while Channeling a Rune
Armor: Physical Damage Taken decreased by 2%-5% → Damage Taken decreased by 7%-10%
Helmet: Physical Damage Taken decreased by 2%-5% → Damage Taken decreased by 7%-10%
Pants: Physical Damage Taken decreased by 2%-5% → Damage Taken decreased by 7%-10%
Gloves: Physical Damage Taken decreased by 2%-5% → Damage Taken decreased by 7%-10%

(looks op but “Damage Taken decreased” has diminishing returns)

image Small Skull
Weapon: None → Gain 10%-15% Health on Fatality
Shield: None → Gain 10%-15% Health on Parry
Off-Hands: None → Gain 3%-5% Health on Damage Dodged
Armor: Regenerate Health in Combat = Regenerate Health in Combat and Regenerable Health incrised by 20%-30%
Helmet: Regenerate Health in Combat =Heal 1% of total HP for every 15-10 focus spent
Pants: Regenerate Health in Combat = Regenerate Health in Combat and Regenerable Health incrised by 20%-30%
Gloves: Regenerate Health in Combat = Gain 3%-10% Health on Kill

image Chipped Spike
Weapon: Physical Damege increased by 3%-10% → Damege increased by 10%-15%
Shield: Physical Damege increased by 2%-5% → Damege increased by 3%-5%
Off-Hands: Physical Damege increased by 2%-5% → Damege increased by 3%-5%
Armor: Armor increased by 4%-12% → Deal 10%-15% Damage on Damage Taken
Helmet: Buildup Resistence increased by 4%-15% → Damege increased by 10%-15%
Pants: Armor incrised by 4%-12% → Deal 10%-15% Damage on Damage Dodged
Gloves: Buildup Resistence increased by 4%-15% → Physical Damage increased by 13%-20%

image Chipped Topaz
Weapon: None → Focus Gain increased by 10%-15%
Shield: None → Focus Gain increased by 7%-10%
Off-Hands: None → Focus Gain increased by 7%-10%
Armor: Focus Gain increased by 2%-6% = Focus Gain increased by 10%-15%
Helmet: Focus Gain increased by 3%-10% = Focus Gain increased by 10%-15%
Pants: Focus Gain increased by 2%-6% = Focus Gain increased by 10%-15%
Gloves: Focus Gain increased by 2%-6% = Focus Gain increased by 10%-15%

:up_down_arrow:

New Standard Gems

image Chipped Coal
Weapon: Damage against Large Enemies increased by 20%-30%
Shield: On Parry, deal 30%-45% of Weapon Damage as Explosion Damage
Off-Hands: After spending 400 Focus within a time span of 40s your next Rune Attack Deals 40-60% Explosion Damage
Armor: Deal 30%-45% Explosion Damage on Staggering an Enemy
Helmet: After spending 400 Focus within a time span of 40s your next Rune Attack Deals 40-60% Explosion Damage
Pants: After Sprinting for 4 seconds, your next attack Deals 20%-30% Explosion Damage
Gloves: On Parry, deal 30%-45% of Weapon Damage as Explosion Damage

image Chipped Saltstone
Weapon: Stagger Damage increased by 10%-15%
Shield: Stagger Resistance increased by 13%-20%.
Off-Hands: Deal 10-15% Stagger Damage on Damage Dodged
Armor: Stagger Resistance increased by 13%-20%.
Helmet: Stagger Resistance increased by 13%-20%.
Pants: Deal 10-15% Stagger Damage on Damage Dodged
Gloves: Gain 10%-15% Health on Staggering an Enemy

image Small Tusk
Weapon: Charged Attack Damage increased by 13%-20%
Shield: Gain 3%-5% Health on Charged Attack.
Off-Hands: Gain 3%-5% Health on Charged Attack.
Armor: Gain 17-25 Focus on Staggering an Enemy
Helmet: 3%-5% Focus on Charged Attack.
Pants: Stamina Cost decreased by 7%-10%
Gloves: Normal attack damage increased by 17%-25% for 10s after Charged Attack.

image Small Bone
Weapon: Normal attack damage increased by 17%-25% for 10s after Charged Attack.
Shield: Damage increased by 10%-15% for 12 seconds after Parry
Off-Hands: Deal 4-15% Damage on Damage Dodged
Armor: Damage increased by 20%-30% for 8 seconds after Stagger
Helmet: Elemental Damage incrised by 13%-20% for 6 seconds aftrer any buildup
Pants: Damage increased by 10%-15% for 6 seconds after Damage Dodged
Gloves: Damage increased by 10%-15% for 12 seconds after Parry

:reminder_ribbon: Small band
Weapon: Attack Speed increased by 13%-20% for 6s after Charged Attack
Shield: Overall Speed increased by 10%-15% for 8 seconds after Parry
Off-Hands: Movement Speed increased by 13%-20% for 1 seconds for every 10 Focus spent
Armor: Overall Speed increased by 10%-15% for 15 seconds after Stagger
Helmet: Overall Speed increased by 3%-5%
Pants: Movement speed increased by 7-10%
Gloves: Overall Speed increased by 10%-15% for 8 seconds after Parry

:up_arrow:

- CURSED GEMS :angry_face_with_horns:

They add 2 gem slots but have a negative effect, Essentially the same as a purple item in function, curses have been changed much more than other effects to make them interesting and balanced (since currently there are some so weak that they make no difference, and at the same time there are some curses so strong that they render an item useless).

You can place multiple cursed gems on one item but the maximum number of gems is 6 (ignoring the balanced gems that occupy the facet space), so there is no benefit (can be used for a challenge run).

:down_arrow:

Cursed Gems

image Cursed Chipped Moon Stone
Same for all gear: Add 2 gem slots but Lose 7-5 to 30-20 Focus (based on Damage taken) each time you take Damage

imageCursed Small Skull
Same for all gear: Add 2 gem slots but take 15%-10% extra damage for 10-7 seconds each time you take Damage, this effect can stack up to 4 times

image Cursed Chipped Emerald
Same for all gear: Add 2 gem slots but Lose 25-17 Stamina on Focus Use

image Cursed Chipped Marble
Same for all gear: Add 2 gem slots but The gem effects of this item only work when you have more than 60%-40% Health (excluding balanced gems)

image Cursed Chipped Topaz
Same for all gear: Add 2 gem slots but The gem effects of this item only work when you have more than 53%-30% Focus (excluding balanced gems)

image Cursed Chipped Jede
Same for all gear: Add 2 gem slots but take 30%-20% extra damage for 3-2 seconds each time you roll

image Cursed Tiny Feather
Same for all gear: Add 2 gem slots but Equip Load Decreased by 6%-4% for 6-4 seconds each time you roll this effect can stack up to 4 times

image Cursed Chipped Granite
Same for all gear: Add 2 gem slots but Stagger Resistance decreased by 38%-25%

:up_arrow:

What stops the player from always taking the weakest negative effect?
Ideally, all gems are the same level, and the player can choose the one that makes the most sense in the context of the build, or the one they prefer based on their playstyle. In the old system I wrote (Enchantments Rework Detailed Suggestion (OLD) - Google Docs), positive effects were balanced with negative effects, so that the positive effect was stronger but the player still had to play around the negative effect and therefore wasn’t completely negated.
These positive-negative combinations are interesting, so I’ve included them in two unique gems: “Unstable Minerals” and “Heavy Metals.”

- BALANCED GEMS :yin_yang:

They add 1 gem slot and have a perfectly balanced negative and positive effect.

They change your playing style but not your strength and therefore (by adding 1 gem slot) they essencely do not take up a slot, you can only have one balanced gem per item (with them the total number of effects of an item can reach 6, 4 normal gems, 1 cursed gem, and 1 balanced gem, except for possible exceptions given by Unique Gems).

:down_arrow:

Balanced Gems

image Tempo Gem
Weapon: Add 1 gem slot, Attack speed incrised by 17%-25% Stamina Cost decreased by 13%-20% - Attacks Effectiveness (Damage, Poise Damege, Stagger damage, base focus gain) decreased by 13%-20%
Shield: Add 1 gem slot, Attacks Effectiveness (Damage, Poise Damege, Stagger damage, base focus gain) Increased by 17%-25% - Attack speed Decrised by 17%-25% Stamina Cost increased by 17%-25%
Off-Hands: Add 1 gem slot, Attack speed incrised by 17%-25% Stamina Cost decreased by 13%-20% - Attacks Effectiveness (Damage, Poise Damege, Stagger damage, base focus gain) decreased by 13%-20%
Armor: Add 1 gem slot, Rune Effectiveness (Heaing, Damage, Poise Damege, Stagger damage ,Buff Durations) Increased by 12%-25% max focus increased by 12%-25% - Focus Cost increased by 25%
Helmet: Add 1 gem slot, Focus Cost decreased by 17-25% - Rune Effectiveness (Heaing, Damage, Poise Damege, Stagger damage ,Buff Durations) decreased by 17-25%, max focus decreased by 17-25%
Pants: Add 1 gem slot, Rune Effectiveness (Heaing, Damage, Poise Damege, Stagger damage ,Buff Durations) Increased by 12%-25% max focus increased by 12%-25% - Focus Cost increased by 25%
Gloves: Add 1 gem slot, Focus Cost decreased by 17-25% - Rune Effectiveness (Heaing, Damage, Poise Damege, Stagger damage ,Buff Durations) decreased by 17-25%, max focus decreased by 17-25%

:balance_scale: Gem of Equivalent exchange
Same for all gear: Add 1 gem slot, Indistractable - Loose XP when you Die

:eye: Opportunity Gem
Weapon: None
Shield: None
Off-Hands: None
Armor: When you are hit, you only take 60%-40% damage on impact, then take the remaining 40%-60% damage over 4s as damage over time - Take 10% extra Damage
Helmet: Deal 13%-20% More damage against enemies with less than 40% HP - Deal 13%-20% Less damage against enemies with more than 60% HP
Pants: 17%-25% of your Rune Focus cost is returned to you over the course of 6s-4s - Your Rune Foscu costs 13%-20% more
Gloves: Deal 13%-20% More damage against enemies with More than 60% HP - Deal 13%-20% Less damage against enemies with Less than 40% HP

:up_arrow:

- UNIQUE GEMS :glowing_star:

Have special effects that do not fall into the other categories and can occupy multiple slots (may or may not have adverse effects and may or may not be compatible with certain types of weapons and equipment)
They do NOT replace Unique Items

:down_arrow:

Unique Gems

image Tiny Prism

Weapon: in combat Infuses the weapon with an element, the element changes each time the a status effect is applied
Shield: None
Off-Hands: in combat Infuses the weapon with an element, the element changes each time the a status effect is applied
Armor: None
Helmet: None
Pants: None
Gloves: None

image Soft Gold
Same for all gear: All positive gem effects of this item are increased by 45% if you are at 100% Health. (excluding balanced gems)

:yellow_circle: Monk’s pearl
Same for all gear: All positive gem effects of this item are increased by 35% if you are at 100% Focus. (excluding balanced gems)

:large_orange_diamond: Thorn of the Stubborn
Same for all gear: All positive gem effects of this item are increased by 40% if you are below 50% Health. (excluding balanced gems)

:orange_circle: Momentum gem
This gem cannot be found normally it can only be crafted with: Chipped Spike + Chipped Dianite + Ember, once you find the recipe
Weapon: This gem takes up two slots, Gain 5% Attack Speed and Basic Attack damage On-Hit for 4s-6s This effect can stack up to 6 times.
Shield: None
Off-Hands: None
Armor: None
Helmet: None
Pants: None
Gloves: None

:radioactive: Unstable Minerals
Weapon: Deal 20%-30% Explosion Damage on on Damage dealt with 3s of cooldown per target But the explosion also deal Damages to you
Shield: Damage Taken decreased by 60%-90% while Blocking - Lose 10% Stamina on Block and each time you take Damage
Off-Hands: only fast roll But Damage taken increased 0% up to 65% based on current weight class
Armor: Gain 1hp/s for 4-6s for every base or charged attack up to 6 times But Max Health decreased by 20%
Helmet: Gain 1 Stamina for every 3-2 Focus consumed But Max Stamina decreased by 20%
Pants: Max Stamina Increased by 20%-30% But Max Stamina decreased by 50% for 6 seconds After Damage Taken
Gloves: Perry Stamina cost reduced by 100% But Block disabled

:white_medium_square: Heavy Metals
Weapon: Deal 7-10 Stagger on Damage dealt with 3s of cooldown per target But Attack speed Decreased by 15%
Shield: Shoulder Barge has more range and deals 50% of Weapon damage But Heavy Roll only.
Off-Hands: Deal 10 Stagger Damage on Damage Dodged & Damage Dodged restores Stagger meter by 17-25% But Stagger meter regeneration decreased by 60%
Armor: Gain damage reduction for consecutive attacks 4%+4% for every base or charged attacks up to 20% Damage reduction every second in Combat for 6s But Equip Load Decreased by 20%
Helmet: Gain 1% Focus every second in Combat But Armor decreased by 1% for 1% focus stored
Pants: In combat you leave a trail behind you that deals 2% of Weapon damage (same elemental damage too) every second and slows enemies by 15% But Movement Speed decreased by 15%
Gloves: Inflict 10 Stagger Damage on Dodge But Parry Disabled

:up_arrow:

- OLD SUBLIMATION AND THE RANDOM VALUES

A minor issue that occurs often is the bad experience with randomized values ​​such as “Stamina Recovery increased by up to 7%-20% based on Durability” or “Gain 12-25 Focus on Fatality” when the lowest stats appear you are often forced to reroll (if you are not in post game)
Sublimation seems to offer a solution but in my opinion it is more of a Fun system for power up Items rather than a mechanism directly related to this problem.

And in fact if you think about it, sublimation does not interact well with the system of variable values, has it ever happened to you that you wanted to use 3 Torn Husk to improve a value by 1%?

I think it would be better for everyone if there were only two values, one base and one sublimated, the base one would have to be 67% (one third rounded up) of the sublimated one to be good while still leaving the sublimation process satisfactory (This principle has already been applied to the Gem System Rework).

- Here is the OLD Enchantments (which I based the gems on) if you want to compare:

:double_exclamation_mark::new_button::double_exclamation_mark:

- - :busts_in_silhouette: THE “TOGETHER” UPDATE :busts_in_silhouette: - -

- - THE “TOGETHER” BETA - -

Bad RNG (reroll limit):

The changes that were announced here: “New Gearing System Announcement Feedback” have been implemented, and as expected they were not welcomed by anyone.

Ironically the only feature that was announced that has not been implemented is the ability to disenchant items, which was also the only feature that received positive feedback.

The negative experience I described at the beginning of this topic, where you essentially spend 25-50 embers preying on the RNG to get a single item, in the beta is much worse: you spend 10 embers only to remain with an item you have to throw away, then you waste time finding another similar item, and the cycle repeats and repeats until you’re done. The item you want is ridiculously far away.

Thinking about a completing a build with all the effects you want is unreasonable, a ridiculous amount of work, and totally dependent o RNG.

Now there are even more enchantments, and therefore the chance of finding what you’re looking for has dropped even further is an unreasonable requirement (even if you play a lot), just to have the build you’re planning for, that you want to try, that you want to play, that you think is fun.

I’ve read several times about players who, after having finished the game, cannot see themself reaching the goal to make a nice build that they like in a reasonable amount of time, and instead start the game over again or stop playing.

These changes do not balance the game, it’s a tax on people who want to customize their experience, If I get all the most powerful items I can find with RNG, I get a strong build, or with a little of good RNG even one that trivializes the game (because the game is not balanced) in a short time. But it’s not the build I want to play!

If I want to use only the armors I like, it’s like I’m doing a challenge run!

You always end up finding stronger armor that you don’t like so you have to decide whether you’ll look like an idiot or have good armor. This is made worse by the fact that upgrading items is too expensive and it is always better to find an item of your own level.

(obviously I won’t talk about multiplayer and bugs in this topic)

- Facets

They are very similar to balanced gems, but they don’t always make sense, The most unbalanced ones that come to mind are all those that modify durability: If they increase durability at the expense of something else, they’re terrible; if they decrease it at the expense of something else, they’re strong.

I also don’t like ones like: resistance against “specific element”, It seems pointless to me because in the end, you don’t know what you’re up against, and the game doesn’t encourage you to bring more armor to equip based on the damage the enemies inflict.

Many of the effects are nice and interesting, but I don’t like the way they’re implemented.

I’ve often crafted an item and found a facet on it that I didn’t like and couldn’t remove, so I had to throw the item away.

If you could remove them from Weapons and Armor, the situation would improve a lot.

The reason why I don’t appreciate them is very simple to understand when compared to balanced gems.

Balanced gems are great for customizing your gameplay, so you can move them wherever you want.

Facets have similar effects, but they’re meant to be rewards that make some items more unique and rare.

They’re empty rewards dictated by the RNG, and as I’ve already said, the RNG doesn’t reward your work. If you find a nice effect on a nice weapon, you didn’t deserve it, You just got lucky. If you want your favorite effect on your favorite weapon or armor with no amount of work will guaranteed your reward, only the RNG will dictate whether you get it or not.

- NEW SUBLIMATION :exclamation_question_mark: (RNG on top of RNG)

The old sublimation was a satisfying way to finish your build, new sublimation is an extra seep to risk fucking up your build and starting over, RNG on top of RNG.

The rings can no longer be sublimated, making them also victims of the RNG.

They said that positive effects can be chosen twice or more, so if you’re lucky RNG can choose the same (hopefully strong) thing every time and you get a super op item, but it’s a Half-lie because Some of effects still have a cap, so if you choose the same effect too many times you only have wasted resources, and making the new system worse in every way.

It happened to me that even after sublimating an effect the only thing that changed was the color of the text, so the sublimation limit SOMETIMES is the same as normal effects.

I think we need to go back to the old sublimation BUT…

If boosting only certain effects rather than the entire item seems more interesting, we could also stay with this system IF the boosted effect is chosen by the players, not by the RNG.

And I would like to point out that if the reason why the effect is chosen randomly and not by the player is the balance, this is a shitty way of balancing the game, a bad decision, it means having the balance of the game managed by the RNG, if something trivializes the game it shouldn’t be in the game period, it doesn’t make sense that there can be a small possibility of trivializing the game if you’re lucky.

- New Enchantments

(The New Embers, mitigate these problems but They have some serious problems and I’ll talk about it later)

I mostly like the new effects and the changes to the old effects. Having more effects can increase the harm of the RNG because there are more things that you don’t care about that can be chosen, and there are a lot of redundant effects that haven’t been removed, like:

image

These effects are essentially the same, the only difference is that they force you to use a different element, but mixing elements is already not strong. So basically they only increase the RNG.

There are a lot of useless/underwhelming effects like:

imageimage

And many others that I won’t list here.

No one would choose to use these effects, So basically they only increase the RNG.

- Here is the New Enchantments List: Full List of Enchantments

Enchantments now scale based on the item’s level, This makes no sense from the point of view of the game’s balance, since the effects are almost all in percentage, they work well whether you are in early game or late game, and there is no need for double scaling on both the items and their effects.

And that if you want the best effects you have to first upgrade the weapon to the maximum.

As I already said it makes no sense that the effects have a range of effectiveness: they can be for example in any value between 10% and 20%, it is even more RNG on top of RNG and this problem was previously mitigated (even if only in the late game) by sublimation but is now accentuated with it.

- New Embers

The game is much better thanks to the new embers, they give the player much more control, but often They don’t solve the problems they mitigate them and and it’s even worse when the problem shouldn’t exist in the first place.

The ways to obtain them have not been thought out well:

More than half of the embers I found were found by fishing, It seems a bit ridiculous to me and not very intuitive I found the others from The Seneschal and missions.

After playing the new update twice, first solo and then as a duo, and then continue playing the endgame solo, I can say with certainty that the drop rate is too low for the single player, and that could also be ramped up a bit for multiplayer.

Every Ember except the Sublime Ember should be findable from the start of the game, and they should be more and better distributed throughout the game.

- Criticism of their effects and usefulness

Let’s order the criticism from best to worse:

Very nice, it’s just what is needed to give more control to the player and make the building experience more Fun. It also makes looting better because now if you find something you wouldn’t use with strong effect it’s still an interesting prize instead of just being sold for money.

I’m not sure if destroying the gear from which the effect is extracted is beneficial to the game. For example, if the armor I’m using has an effect that doesn’t interest me and I want to pass this effect on to my friend, I can’t do that. I don’t see why this limitation is in play since the ember is consumed anyway.

There is a real need for a more effective way to store armor and weapons, And now this Ember is even more evident (and as I said before it’s too rare).

Perfect, it would be nice if it did something more, I think I could replace the Corrupting Ember when used on a white item.

It makes no sense that the effects have a range of effectiveness so even if the problem is mitigated by new Radiant Ember it still makes no sense to introduce this problem and solve it with this Radiant Ember.

As if that wasn’t enough like all the embers Radiant Ember are too rare but they are also too weak the effects increase only slightly and therefore they are very underwhelming even when you find them.

Their function is important, but there’s no need to have two embers to perform this simple function. They could easily be replaced by the other embers, they just take up space in the inventory.

Corrupting Ember could be replaced by using Void Ember on a white item.

Awakening Ember could be replaced by using Fallen Ember on a white item.

But I find that the most intuitive solution is to have Eleonor always enchant the White items into Blue items, and then enchant the Blue items into Purple items, (instead enchanting the White item randomly into a Blue or Purple item).

This removes the problem that players are discouraged from enchanting an item for fear of getting punished by the RNG whit a cursed item that they can’t handle.

If it was removed from the game no one would notice, it doesn’t solve any problems, if Sublimation was too difficult I would just decrease the cost of sublimation. It takes up space in the inventory.

- Gem Changes:

Big gems are no more +50% stronger than their baseline, This is probably a good thing since some of them seemed a little too strong in the beta.

The only thing worth noting about large gems is that elementary large gems are terrible, They give 10% more elemental damage but no longer infuse the weapon, therefore they can only be used on weapons that already have the elemental infusion.
I don’t think it’s too much to ask to have both the infusion and 10% elemental damage.

The big gem work somewhat as if it were a sublimated version of their basic versions, The difference is that you have to find them instead of sublimating them, It’s ok but as I said before there is a need for a system that allows you to get the Gems you want in a more reliable way (I’ll propose a solution later).

Gem values ​​are now fixed and not variable, which I love and as I already said I think they should do the same with enchantments.

The effects of some gems have been changed to:

“Enchantment Power increased by ??% if Condition is met”

“Enchantment Power” should be replaced with “Effect Power” is just a semantic change to make it clear that it also enhances gems.

The idea behind these effects is nice It’s terrible that instead of adding new gems these effects replace the old effects entirely.

Now The Gem system still is more simplistic then before! and when compared to the Enchantment System is super sad.

But thanks to the large gems, full gem builds can be compared in strength level with enchantments and therefore are a viable option even for less skilled players.

- - :backhand_index_pointing_right: Enchantment System & Gem System :backhand_index_pointing_left: - -

After reading a lot of topics about enchantments and reading some people’s ideas (some of which are contained in the system I’m about to present to you) I think it would be a good idea to have both the Enchantment System & the Gem System (the complex version I wrote).

There are some strict rules to make this idea work well, otherwise it is better to just have the Gem system.

The effects of the two systems are EXACTLY THE SAME, no differences like those between blue and purple items (even these differences are removed).

The only tree differences between Gems and Enchantments are these:

  1. The gems are powered up by finding the Big gems and replacing them with the small ones and they cannot be sublimated.
    While enchantments can be sublimated enchantments also have two fixed values: ​one non-sublimated which has the same values ​​as small gems and one sublimated which has the same values ​​as large gems).
  2. The gems are obtained by finding them, (You can also craft them see below) and sometimes are already attached to the items.
    The enchantments, you find weapons that are already enchanted, or you can enchant them (but not with Eleanor see below).
  3. The gems can be moved from item to item, But without ever destroying the item
    The Enchantments can be rerolled, But you’d be given 3 options to choose from instead of automatically selecting a random effect, the rerolls are infinite.

The ability to freely mix Gems and Enchantments:

In this system since the gems and enchantments are perfectly equal, there is no reason to have to keep them rigidly separated, If you find an enchanted item you can replace an enchantments with a gem at the cost of an ember, You don’t have a gem you like to put in the last slot of your item? You can use an ember to add an enchantment.

This also eases the problem that the “gems only” system has: finding Gems is stil RNG and and you might not find what you like, but for this problem I also have another solution:

Crafting gems with gems

You can sacrifice 2 gems of your choice (and maybe some other resources) to get a gem that interests you, this also works with the scribe table so you will also have a way to know for sure that you have found all the gems and then since the gems and spells have the same effects you also discover all the effects of the game.

Large gems are not craftable.

- :memo: Q&A on the Rework -

Some of these questions have been asked to me, others I have included because I believe that many people might ask them.

Way The effects of the two systems are EXACTLY THE SAME?

Because having arbitrarily separating groups of effects does not lead to an interesting or useful result.

A similar mechanic is already present in the game; blue items and purple items have effects that are specific to only one of the two. But it’s almost never part of the decision, first because the system is hidden from the player’s perspective, and without the list of enchantments, you don’t even know if there are any differences and what they are.

Purple items are almost always superior when optimized, and although there are some exceptions precisely because of an effect that is only present on blue items, For example, I only use blue pants because they have “gain focus on damage dogged,” but once you’ve discovered it by looking at the list, what changes?

I think the system would just be more intuitive, If “gain focus on damage dogged” had also been present on purple items, I don’t think it would have changed much.

Forcing the player into one system or the other takes away the benefits of having both. In this case, it is better if the effects are identical, otherwise you will only create bad experiences where, due to the RNG, we cannot control. Having both systems identical will help to mitigate the negative effects of the RNG.

Why is this system supposed to be More Fun?

The system must have a good balance of reward/effort and the “effort” to be fun.

With the Current system to make a build the player only goal is looking for the embers, and use them on the weapon he wants to use to change the enchantments until he finds something that he likes more/works, this becomes repetitive and looking for the embers becomes frustrating, especially because the player does not have a clear objective.

With this system, the player already knows what they’re working with. When they discover a gem, they can already mentally experiment with how to use it, the combinations, and synergies, become clearer. Every time they find a new gem, the system evolves and new connections and synergies are formed. Even if a build already has already been built, they can return and change it with few limitations. There are enough limitations to play and not do everything randomly, but a lot of freedom to experiment. The player does not passively wait for the RNG to go in his favor, he thinks about what to do based on what he wants to achieve.

Is this system Is too hard to understand?

No, Because in practice is all presented by steps, and you can check how it works anytime with the new tutorial, and furthermore the system has the advantage of being more transparent, With this system you just have to find all the gems, And since gems will have crafting recipes the writing table will tell you how many you are missing, And you don’t have to take notes since the effects are written on the gems.

With the Current system to know all the enchantments, you need to have extensively tested the entire system and take notes, and even once you have done that you can’t be sure that you have seen all the enchantments before you could be unlucky and by chance some enchantments have never shown up. So you’ll never really be sure you know most of your options until the postgame when you can afford to do these experiments. Or until you read a list online. Even after doing this, it can take more than 40 embers a piece to make a perfect intro build (and that’s not even considering the time it takes to find some rare weapons and armor, which must also be Blue or Purple depending on the spells you’ve chosen).

Does this system reduce Difficulty?

No, It’s not a question of difficult vs accessible, it’s a question of tedious vs fun.
In the current system, you can find a strong weapon/armor right from the start of the game (if you’re lucky enough), but If you play with the same build from start to finish, you’ll always use the strongest items you find, The current system works well (or at it least used to before the Beta).

The problem occurs when you want to change builds. The difficulty is the same, it just doesn’t depend on luck anymore. Trying new builds shouldn’t make you stronger, it should just change your playstyle (the devs said that this game is not meant to be an easily trivialized power fantasy), If this is not the case then there is a balancing issue, and it has nothing to do with this system has to do with with the numerical values ​​decided by the devs.

Will we accumulate too many gems?/What if I can’t find enough copies of a gem I like?

The system needs to be Play Tested to adjust the amount of Gems Dropped, but to have, To solve both problems Gem Recipes are added they require two gems of your choice to craft, So you can decrease the total number of gems to get the gem you want, this way gems are always a valuable item in all stages of the game.

Why not keep the old system but let me choose the enchantments directly from a list?

The problem with a system like that is that players would be immediately overwhelmed by the amount of enchantments they can choose from right from the start of the game. It would make building a heavy task, because the player would have to stay in front of a list of effects for a long time stuck in the paradox of choice.

When they find a gem, they can read its 6 effects and start thinking about where to put it or having the choice between only 3 options I think is a nice experience. In this way the system introduces itself gradually and the learning is better distributed.

Will the New Gems clutter your inventory/chests?

There’s a gem for each group of enchantments, not for each single enchantment.

Essence Ember, actually cause serious inventory problems.

At the moment the chests get completely full of items that cannot be accumulated such as Weapons, Armor and Runes, the gems can be accumulated up to 999 so they will not cause problems.

If Gems and Embers are Rare, how can I have the freedom to build what I want?

Some gems will already be linked to weapons (The same way you find Gear already Enchanted around) but you still have to go back to Sacrament to remove them so they don’t take up inventory space while you explore.

And with the possibility of crafting them and combining them with the enchantment system, you will never be left empty-handed and you will be able to try a lot of different combinations.

The only limitation are the Fallen Ember which obviously must have a correct and balanced drop rate (similar to what they had before the new embers), too little and the system becomes tedious and problematic, too many and the player does not take the necessary time to make his choices.

What do Embers do in this system?

Fallen Ember will be used to re-roll enchantments, but instead of having a completely random reroll you will be able to choose between 3 options every time.

They will be used to remove gems from Gear.

They will be used to insert gems on top of Enchantments (replacing them).

While free customization is nice, there needs to be costs and limits to make sure players’ choices have weight.

Why should i use the cursed gems, aren’t they just debuffs?

No: when you insert 4 positive gems in a item they will get the same number of Positive effects as a Blue item (and visually they will become blue) (if you the the gems you will see that many of the effects are the same) if you add a cursed gem you will reach a total of 6 slots (including the cursed gem) which is the same as a Purple Item (and once you fill all the slots they also visually become Purple).

If an item has a negative effect that you hate, you can insert a cursed gem in its place if its effect bothers you less.

Will Two-Handed Weapons get Stronger Bonuses since they can’t use the buffs of the off hands?

Yes! When an effect is pleased on a Two-Handed Weapon they will get both the buff of the weapon and the buffs of the Off-Hands, as if you had a Off-Hand with the same games equipped (Same for Curses).

How are Gems and Embers distributed during the playthrough?

My intention is that in the early game the player has to do the best he can with what he has, in the mid game the player has access to many builds, in the late game he has access to almost all builds, in the post game he has access to all builds.

How many limitations are there to combine Gems on a Gear?

You can have 4-7 gem total per item.

Cursed gems add a slot (at the cost of the curse) You can add more than one if you want but you won’t get any bonus and it will only be for the challenge.

Balanced gems are the seventh slot and take the place of facets when inserted.

Gems, like enchantments, have groups, e.g. Damage, Health, Stamina… you can have 1 gem per group, so if you already have “Lifesteal increased” you can’t add “Healing increased” on the same item, and if you have “Damage increased ” you can’t also have “Attack Speed increased” if you have “Fire Infusion” you can’t add “Ice Infusion”.

Using two systems next to each other in this manner aims to mitigate the negative effects of the RNG without compromising the positive ones.

The opposite of what is happening in the beta, where the RNG problems multiply one another, making players lose the will to play the game once the main story is finished.

My intent is not to attack the Devs but only to analyze the problems and propose solutions.

Thank you for reading!

There is a questionnaire that I would really appreciate if you filled it out: The RNG Problem, Enchantment System & Gem System “TOGETHER” (Update) - #34 by Lombix_4

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New Gearing System Announcement Feedback
Item crafting and attributes
Tattoo progression idea
New Gearing System Announcement Feedback
New Gearing System Announcement Feedback
Where is the game at?
Enchantment System
Remove time wasting mechanics that artificially inflate playtime
Allow us to exclude a option from coming up again with the use of fallen embers
Combat Improvements
Enable different rates of focus gain on weapons
Feedback/Suggestion about new enchanting system
Wicked Inside first impressions
New enchantment system
Thoughts on the New enchantment system
Crafting / Enchantment limit / Exalt too punishing
Facets vs Cursed items- a question
New enchantment system
No limit on customize gear enhancement using Fallen Ember
Parry, enchantments, crucible.. feedback/ideas after endgame (co-op during 25 hours)
Limited reroll - a difference in feeling of "get to" vs. "need to"
User Experience, Tutorials, Game Clarity & QoL
Respect player time
New Embers Concept! Feedback
The one big almighty Transmog topic
Not a fan of elemental/physical % damage affixes
The upcoming Class system is a bad idea
The upcoming Class system is a bad idea
Chance to get purple gear have to go
Revamping Enchantments to reduce hoarding (Codex/Scribe Table system)
Ability to see min-max roll range for enchantments
Sublime Embers are bad
Game Accessibility, Menu Difficulty Settings Vs In-Game Difficulty Settings
We can't play endgame anymore with this drop of embers
Too much fat on the crafting system
Feedback, de/buffs
Feedback after playing co-op with 3 friends for many days and hours
RNG Slot Machine and Respect for Player's Time
Help for builds
PSA - An overview of the upcoming class system
Crafting gear (Facets)
A couple suggestion. White item value increase, offhand weapons, shock status nerf
I hate essence embers
Together release feedback
Uniformity vs. Variety: Please Bring Back RNG Stats on Weapons!
Feedback on Enchantments and Suggestions for Improvements
The Breach Refined Feedback. Bugs. Balance. Difficulty. Enchanting
No Rest for the Wicked Together Update Patch Notes Sneak Peak
Optimization of Reroll System by Queue
Suggestions (25y ARPG vet)
Enchantment Ideas.....(Effort Post)
The new heal utility rune is way too OP

I like the idea of more deterministic and customizable gearing. I really don’t like the Diablo model of randomized loot. I think there are other gameplay and itemization loops that can be followed over obnoxious RNG that don’t compromise player engagement/game shelf life.

Horizontal expansion, masteries, cosmetics, little perk unlocks like shortcuts and environmental interactions, minigames in the tavern with championships, housing boons, etc. Lore grimoire unlocks for lore deep dives, which in turn may unlock additional NPC dialogues and quests, etc.

Lots of progression systems that can keep players engaged while respecting everyone’s time equally instead of having a system where some people finish much quicker than others based on the slot machine.

I’ll also say I hope they rework elemental infusions. Right now infusions only work when you gear entirely around one element and one infusion, otherwise the infusion ends up being a massive damage loss over regular physical damage.

The infusion consumables are really bad because infusions don’t stack and they weaken you most of the time on top of the consumable only lasting a measly 60 seconds for how rare the mats to craft them are, so people opt to only infuse via gems.

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With this system that you propose we should craft the Enchantments instead of rerolling them (definitely better than the current system xD), it is something that I had considered, I had also thought of introducing an item that worked like the Minecraft books, which contain one or more Enchantments, maybe even used to transfer the Enchantments from one gear to another, but as I said in the posts in that run that I did I found the gems system incredibly fun and dynamic (despite the current limitations) that I concluded that if this system was explored to the maximum it could replace the Enchantments without regrets. Your idea of ​​​​crafting the Enchantments if you think about it in reality has more sense in the system of gems, maybe there are some gems that can only be found with crafting.

I considered the loot factor but I didn’t write anything because I was worried that the post was already too long.

In the same way that you find items already charmed, you will find items that already have gems installed even with Unique gems (only it is rarer to find them with all slots full) maybe some gems are always tied to a specific item (like runes). Special gems (Unique, Cursed, Balanced) cost embers to remove, you can find recipes to craft Unique and Balanced gems, and in the end the number of interesting things you find increases and does not decrease.

This system is also more interesting in the long run because the devs can add new gems of various types, and in the same way that when a new weapon is added the players go on a “treasure hunt”.

i hate that in many modern d-likes, players are heavily punished so much for trying to make their own build.

NRFTW’s content does not feel too punishing. i have several builds i made myself. none are OP but i’m able to clear everything. in that sense builds are NOT essential, and thus theres a lot of build flexibility.

as much as i like this, i consider myself a more dedicated player. a more casual player would end up just following a build guide as the game is right now. i can pinpoint the exact 2 reasons:

  1. Respeccing is gated behind difficult content AND most players dont even know that there even is the ability to reset to begin with. As a consequence, newer players who dump points recklessly may find themselves gimped. perhaps they added a lot of stamina but they cant use better weapons/their damage is shit. or put in too many point into wisdom not realizing their weapon is not a wisdom weapon so they get nothing.
  2. Rerolling gear can be a pain. You not only want the right mods, you also want the right item base, you also want it to have max 3 or 5 mods on the gear. I want to try rolling a new “focusless” melee character but i dont have enough currency to roll and i dont even have the gear to roll to begin with. i’m more or less encouraged to continue playing on my current to farm currency/gear.

these 2 issues curb more casual players from making their own builds. the respeccing one is pretty much a solved issue. the devs simply need to let players have a cheap reset options in town where points can be reset in town for a small currency cost and have it limited to players under 15 or 20. then players are forced to use crucible and need to live with their choices at higher levels.

as for regearing. thats a difficult issue. perhaps letting players deterministically roll 1-2 crucial mods could help a huge lot.

Yes, you can beat the game even without using gems and spells

they probably could do it with the change i proposed, some people don’t like building and that’s ok

this game still has some communication issues with the player, and this exacerbates , my opinion on This problem is on this topic is here: Why is respeccing gated?

This is a problem for everyone even for me despite my 550+ hours of gaming, these systems slow down a lot the construction of a build for players of all types

the system must have a good balance of reward/effort and the “effort” must be fun, it’s not a question of difficult vs accessible it’s a question of tedious vs fun

I think that the system I proposed completely solves this problem, even the alternatives I discussed with GuessWho are a good solution

Thanks for the comment, would you mind pick an answer to the Pool at the end of the post?

Absolutely, I also have over hundreds of hours into this new update, and the fact a single build change around a different weapon, armor and element type can take upwards of 150+ fallen embers is crazy dumb, because the rate at which you gain embers simply does not catch up.

This is even worse if you actually want to experiment permutations and don’t yet have a definite build in mind.

I had to do nearly a week of daily bounties and challenges and pestilences with digging and large chest looting to climb back onto 150 embers after using them all up in a new build.

I don’t know why they nerfed the breach update ember drops, but reverting that nerf should go a long way toward freeing up buildcrafting even if the systemic issues are patched over instead of being fixed.

Then you have the headscratcher that is requiring rare creature materials to upgrade gear now besides just bear paws, and it really throttles you because there is truly no way to target farm these resources or gain them at a reasonable rate.

Even if you use the Irmgard trade in at Marin, which is terrible because it consumes 3 of a lower tier material you still also need for armor crafting and upgrades, for a single piece of one upper tier creature material. And usually you need 3-4 of these, so 9-12 creature part trade ins burnt up just for a craft.

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done

i do have a different idea, which is the idea of having an npc have the great ability to TRANSFER an items power to another.

First of all Mod number transfer. item X has 5 mods, but the item base you have only has a pathetic 2 mods. the npc can forcefully reroll the item base you want to have 5 random mods but destroys item X as a cost.

The second ability to transfer mods is to rip a specific enchant from an item and slap it onto another item replacing another specific enhancement of the player’s choice.

This may cause the devs to make certain mods have lower weightages but it can make players excited for EVERY drop as an item with 1 enchant could potentially have a rare and desirable encchant that they could then transfer to an item that theyre working on.

and it goes without saying, the enchant transferred have to obey the regular rules of enchant (such as you cannot have 2 attack enhancements). you also cannot replace a negative enchant with a positive one.

as for your gem system i think you have good ideas. BUT i would say its a little premature. not to say its bad, but this game is in EA. if you notice, all the gems we have are chipped. this implies there’s the possibility of better quality gems being introduced in the future. so your entire portion of gem suggestion probably is unnecessary as the devs are very likely going to introduce higher quality gems in the future.

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The only question is, if this system is implemented then what is the use of Magical and Plagued items?

You are in essence replacing the RNG with gems, I mean your gem properties are almost 1 to 1 equivalents of the current magical/plagued affixes.

Yes, I thought of the change as a total replacement.
Why?
This was my creative process:

I asked myself the question: how can I improve the enchantment system from a Qol & Fun point of view?
And I thought that something similar to the maincraft books could be imlemmented.
But then I realized that there are not many differences between a gem and a Minecraft book.

So I tried to see if it was possible to replace the entire enchantment system with a more advanced gem system, (with the fear that it would not be possible without ruining the variety of buffs) and once I thought about the idea of ​​cursed gems that increase the slots I saw that in reality it is a fairly simple change that does not decrease the variety of buffs at all.

This has the benefit of having all the old options in one system that is more cohesive, clearer, easier to understand, easier to explore, easier to develop for devs and more usable and fun.

It’s not bad to add new possibilities but using 3 embers to bring the item to 5 is not the bed part of the current system, it’s the subsequent rerolls

Since the last update the gems on place move from one object to another without destroying the item so my system can do this too, this is similar to the minecraft books idea i was talking about, only the books allow you to keep enchantments for a future weapon that you may not have found yet

(This is the case for my system too, I didn’t specify it just because I didn’t want to waste time making groups, and the post is already long as it is)

I don’t think that’s the case, I think it’s just to indicate the fact that they are small objects and can therefore be embedded in another object.

Even if this is the case the purpose of the list is to demonstrate that this system is viable and can replace the current system the gems I suggested do not have to be implemented 1 to 1 they are meant as examples, even if it is clear I tried to make them as balanced and functional as possible

d-likes are known to be d-likes because they’re like diablo.

the most basic form of socketables in diablo games are chipped versions. that have higher quality variants such as flawed/flawless/perfect etc.

this has been a regular norm for ages for d2/d3. i cant recall for d4. any one whos played a diablo game before probably would know this as common knowledge.

i wont fault you for not knowing tho.

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Impressive work mate !

I don’t have much time so I will make it simple.

1 - I think we can all agree on the fact that the Fallen Ember system needs some polishing (Ember farming, Ember amount per build, etc…)

2 - It is neither exciting nor interesting to choose between Enchant slots and Gems slots. 99% of players will never go through the process of testing full Enchants builds VS full Gems builds. It just makes no sense in the first place. Why don’t we have 2 gems slots and 3-5 enchants per weapons and that’s it?

3 - You did a huge research work on this gems update ideas but I won’t spend much time on it simply because I am afraid some of the systems we have today will be completely removed from the game just a few months from now. The “class” system is coming soon and, for example, I believe the “Stats” system is getting a complete rework as well ? Anyway. Let us wait and see.

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I like the incentive to improved enchantments.

However, there is one flaw in this design: gem clutter/bloat. If each enchanment shall have a dedicated gem, then over time there will be too many individual gems in the inventory. If you can solve that issue, you will get a really good replacement.

I don’t know if you’ve read every description (I assume not, there are a lot of them xD), but if you see the gems they have different enchantments based on where they are placed, so there’s a gem for each group of enchantments, not for each single enchantment.

There are currently 21 gems in the game and in a medium chest there are 30 slots and in a large chest there are 40, if we added another 14 gems we would be able to cover all the spells plus the unique gems and there would also be room for new spells, but there are also cursed gems and balanced gems to consider 10 Cursed gems 5 Balanced gems should be enough, for a total of 50 gems (This estimate actually inflates the number a bit, there could be less, If the target is to cover all the “nice” enchantments currently present), so one more chest than now would be enough to have them all aside, given that the gems, unlike weapons, accumulate up to 999, I don’t think there will be any problems of any kind.

On the contrary in some cases they will Reduce the space occupied in the chests because I (and I think other players too), collect at least 3 copies of each weapon, one without Enchantments, one blue and one purple, in case in the future I want to use them for a build, with this system I will only have one copy of a weapon and then change the gems based on the build.

Gems are somewhat rare so your inventory won’t fill up with gems, I don’t think I ever found more than 10 gems before going back to Sacrament, technically you will find more gems because some will already be linked to weapons but you still have to go back to Sacrament to remove them so they don’t take up inventory space while you explore.

Indeed, the enchantment and gem system in general could use some improvements.
*I like the idea around your “cursed gems” +1


That said, one thing that caught my eye back when I first played was the naming convention.

  • Small / Chipped.

This implies the eventual release of a “graded” system for improvements.

  • Chipped, Flawed, Average, Flawless, Perfect
  • Tiny, Small, Medium, Large, Gigantic

If we incorporate this into some of your changes:

image Chipped Amethyst + Shield

  • Deal 5%-15% Plague Damage on block
  • Deal 10%-15% Plague Damage on block

image Flawed Amethyst + Shield

  • Deal 10%-15% Plague Damage on block + Deal 10%-15% Plague Damage on Parry

Each upgrade could look something like this:

  • Chipped = Basic Bonus / Attributes
  • Flawed = Basic + Upgrade with weak stats
  • Average = Basic + Upgrade with strong stats
  • Flawless = Basic + Upgrade with strong stats + Upgrade with weak stats
  • Perfect = Basic + Upgrade with strong stats + Upgrade with strong stats

The real question at that point will be whether “better quality gems” will just improve % rates and add new effects or if there’s something more we can get out of the system.

How far are the devs willing to go into the “unique build” territory?

Look at the infinity stones in Marvel.
*Each one provides a unique and powerful benefit but takes a toll on the user.

  • Something that you touched on with your Cursed Gems.

Of course one of the only reasons people can survive “equipping” even a single infinity stone is through the power and resilience afforded by the gauntlet.

In terms of game design, this means each weapon could have any number of gems attached, so long as they don’t exceed the power limit of the weapon/gear itself.

An example of a similar feature set can be found in games like Warframe and Hollow Knight.

  • Along with ways to improve your “durability” - allowing you to equip more powerful combinations.

IE: Unlimited power, limited by the resilience of the wielder.


Then again.. some of the gems are a “small skull” and a “small feather”.. so perhaps this mechanic doesn’t thematically fit?

IE: Oh noes.. I better not hold too many small feathers, lest I be consumed!?

More than likely we would have to examine the idea around how to “corrupt” them.

Essentially the plague is what unlocks their “bonuses”.

Thus the real threat is not the “medium” (item) but the influence/damage from using plagued “gems”.

This would make every gem akin to your “cursed” variants.


At the end of the day, we could honestly deep dive a complete and rather unique revamp to the system.. going beyond just gems.

What if we looked at loot and gear in general..

Should it be more like Elder Scrolls?

  • Killing a mob lets you loot every item in it’s inventory? (shirt, shoes, wallet, ect)


What if we touched on Monster Hunter styled looting?

  • Outbreaks have bosses you chase down in that region, rather than just appearing at the conclusion.
  • Beyond their “bounty loot” their “loot table” is a result of how you kill them.
  • Burning an enemy to death results in destroying some loot while damaging or “revealing” others.
  • Shattering and exploding enemies would result in zero standard loot of course, as you’re trading the ease of kill for the potential of loot.


Likewise, you could touch on other aspects of unique “farming” methods (The Witcher) or even combine them.

Corpse Slimes:

  • Strength: Cannot be killed with a sword or blunt force.
  • Weakness: Are flammable and explode (no loot)
  • Can be frozen and shattered (Crafting material for bombs and exploding arrows).

This is something in recent Zelda games, where you could use “body parts” from enemies as ammo to help flesh out fights in unique ways.

It’s a neat concept but if the devs aren’t careful the “item economy” becomes a chore to progress through to take down a boss or even have fun.


At the end of the day.. there’s a ton of things the devs “could” do.

Guess we’ll have to just wait and see.

Regardless, I like many of the ideas you present here in this topic, especially the cursed gems. ;3

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I’m not against a system like this but you have to be careful about power creep.

furthermore, the implementation of such a system could make sublimation less important. Having two such systems overlapping usually does not benefit the game (of course you could also eliminate sublimation, if it proves to be a less interesting system).

This could be done by increasing slots based on weapon level, although it could lead to balancing issues due to the exponential scaling from the concept.

This is what makes me think that the devs have no plans to add “unchipped gems” but maybe the “unchipped gems” are simply the Unique gems and there simply isn’t a Unique counterpart to every gem

Something like this would be a nightmare for the current game since it’s hard to change builds but with the “New Gem system” it could be a fun mechanic

We already have this problem, most of the materials you put on the page you don’t know what they are for and there is an alienation from the system and therefore the player does not perceive the progress he makes by collecting the items (unlike items such as Rledering’s Smithing Stone).

This is already a large number of individual gems and this number does not cover all existing enchanments, even if I not count really bad enchantments, like “gain something on backstab”. Then, there is a potential for even more new gems with new effects. Furthermore, people talk about gem tiers, like chipped gems etc.
Warframe’s moding system was brought up, and your suggestion resembles it a lot and yours is even more efficient, because gems can go onto differnt gear have different effect based on the item. It wouls still require a redesign in UI and storage as well as an advanced sort feature.

I don’t count it either, it’s not in the plans to add them because it’s too conditional, even if the effect was strong (and it isn’t), no one would choose it against an enchantment that is more universal.

This is the current interface and as you can see there is no need for changes since there is already an icon for each place where you can place the gem.

21 gems in the current game I don’t think is a lot, I think with less than 50 gems (including cursed gems, unique gems, and balanced gems) we should be able to cover all the enchantments

Now I’ll give you a list of the interesting enchantments that are missing excluding the enchantments that I consider uninteresting, if you don’t agree with my idea of ​​"uninteresting" you can look at the list and tell me which enchantments (among the ones I haven’t mentioned) you think I should add.

Blue interesting enchantments that are missing:

  • Deal 20%-30% Damage on Staggering an Enemy
  • Stagger Damage increased by 10%-15%
  • Deal 15-50% Explosion Damage on Rune Attack with 10% chance
  • Deal 4-15% Damage on Damage Dodged (Off-Hands)
  • Elemental Damage incrised by 10%-15%
  • Focus Cost decreased by 17%-25% at Full Focus
  • Gain 17-25 Focus on Staggering an Enemy
  • Stagger Resistance increased by 13%-20%.
  • Damage increased by 10%-15% for 6 seconds after Damage Dodged
  • Stamina Cost decreased by 17%-25% at Full Health
  • On Parry, deal 30%-45% of Weapon Damage. (Gloves)
  • Damage increased by 10%-15% for 12 seconds after Parry
  • Gain 3%-10% Health on Kill. (Gloves)

Purple interesting enchantments that are missing:

  • Damage against Large Enemies increased by 20%-30%
  • Damage increased by 20%-30% for 8 seconds after Stagger.
  • Heal 1% of total HP for every 15-10 focus spent
  • Damage increased for 4s by 7%-10% after Sprinting for 2 seconds.
  • Gain 10%-15% Health on Staggering an Enemy (Gloves)

(I’m not sure if I should add this or not because many weapons don’t have charged attacks)

  • Charged Attack Damage increased by 13%-20%
  • Gain 3%-5% Health on Charged Attack.
  • Normal attack damage increased by 17%-25% for 10s after Charged Attack.

19-21 Missing enchantments, 3 gems might be enough, if we want to make the gems thematically associated with the enchantments they contain, we might need more gems

There are some conditional enchantments, which I removed, the reason being that they are redundant and offer little benefit to justify the condition.
But I don’t want to remove this aspect of build variety, so to incorporate it, I decided to use unique gems.
Example:
“Soft Gold”
All positive gem effects of this item are increased by 50% if you are at 100% health. (excluding balanced gems)

550h mostly since the breach update? You need a job/life.

I’ve played a lot of older games for a long time and still only have around 1500h hours in them.

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I don’t know how much time I spent with the game open to get the data and names for these topics full of suggestions (since there is no decent wiki). Every now and then I forgot the game open, actual play time is surely less than 450h, I have a lot of free time since my next exam is in 2 months.

Here with a photo of my character left afk with a lot of fallen leaves (I was checking the English name of the gems) xD


I’m dyslexic, it takes me longer to read and write, and even longer to do it in English.

Would you mind picking an answer to the Pool at the end of the post?

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