The RNG Problem, Enchantment System Vs Gem System (Major Edits)

Major Edits will be contained in these Blockquotes and are structured so that you can read the brief questions first and then continue reading the answer after it, if you are interested, If you’ve read this topic for the second time, you’ll also notice that the gem list has been expanded to include the remaining “Interesting Enchantments” more gems have been added, including Cursed Balanced and Unique Gems.

- MY EXPERIENCE
I have 550h of gameplay, most are in The Breach Update, 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), 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.

- INTRODUCTION
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 I was wrong 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,

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, for example 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

- - THE GEM REWORK - -

Is the change a total replacement for the Enchantment System?
Yes, This new system has the benefit of having all the old options in one system that is: More clear therefore Easier to Understand, Easier to Explore, Easier to use, Easier to develop for devs, and More Fun, so keeping the Enchantment System would just be redundant (I will also talk about the old system defects that contributed to this decision)(Unique Items stay the same).

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 has the task of 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 given that the number of embers needed is variable, and also the way to obtain them is full of uncertainties.
With the gem 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, combos, and synergies, and everything becomes clearer. Every time they find a new gem, the system evolves and new connections and synergies are formed. Even if a build already has builders, 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.

Why is this system supposed to be More clear, Easier to Understand, Easier to Explore?
Because 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).
With the gem system, on the other hand, you just have to find all the gems, which always happens even before the end of the game. And you don’t have to take notes since the effects are written on the gems.

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. This system works well; the only problem is 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, 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.

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 new 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. 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.
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.

If gems 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.

Will Embers become useless?
No, they will be used to remove gems from Gear.
This way even if you find more gems because of the gem-equipped items you already have, there is a limit to the gems you can get, so you have to decide which gems to get first and which ones to wait for later (Extracting a gem does not destroy the item).

I like the distinction between Blue/Purple Gear. Will they be removed?
Practically 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 (one already including the cursed gem) which is the same as a Purple Item (and once you fill all the slots they also visually become Purple).
Currently however purple items have some exclusive enchantments over blue items and vice versa, with the system I propose this is no longer the case.

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

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 this system could be implemented: You can destroy a gem to get its recipe, gem recipes require at least two gems, 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.

How many limitations are there to combine Gems on a Gear?
You can have 7 gem slots Max per item.
Gems, like enchantments, have groups, e.g. Damage, Health, Stamina… you can have 2 gems per group, so if you already have “Healing increased & Lifesteal increased” you can’t add “Max Health increased” on the same item, and if you have “Damage increased & Attack Speed increased” you can’t also have “Fire Damage infusion”.

- STANDARD GEMS -
Old → New
Two-Handed Weapons: Weapon buffs + Off-Hands buffs

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%

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

image ??? Gem
More gems can be added in this category, for New interesting effects

- CURESD GEMS - :skull:
They add 2 gem slots but have a negative effect

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%

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)

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

image ??? Gem
More gems can be added in this category

Unique Gems
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

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

image ??? Gem
More gems can be added in this category

- SUBLIMATION AND THE RANDOM VALUES -
A minor issue that does occurs often is the bad iterations 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)

What if we also added Gem Tiers?
Many have noted that with this system it is possible to naturally add a new type of progression into the game, similar to sublimation but during the playthrough, instead of at the end.
The tier system should add another layer of progression between each zone, and should encourage players to try more types of gems during the playthrough.
If we assume that there can be 3 tears, in the case of the Chipped Spike the 1st tier would have Damage increased by 5% - the 2nd tier would have 10% and the 3rd tier or sublimation would have 15%, 2nd tier gems can be crafted from two 1st tier gems, and 3rd tier gems can be crafted from two 2nd tier gems.
This system could add some variety to the drop rate, given that all three varieties of gems can be found in the mid-game, and the system could even replace sublimation. But it could cause storage problems, not so much in exploration (because gems are still linked to items) but we would need more chests based on the number of tiers that are added.

- Here is the current system if you want to compare:

What do you think?

  • I like your Idea and how you applied it
  • I like your idea but I dont’like how you applied it
  • RNG is problematic but I don’t like this solution
  • RNG State is ok, and it’s normal for RPG to be grindy
0 voters
4 Likes

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.

1 Like

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.

1 Like

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.

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.

1 Like

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.

2 Likes

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

1 Like

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.

1 Like

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?

1 Like