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
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
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
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
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
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%
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
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
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%
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
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%
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
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
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%
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
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%
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%
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
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)
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
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%
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%
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
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
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.
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
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
??? Gem
More gems can be added in this category, for New interesting effects
- CURESD GEMS -
They add 2 gem slots but have a negative effect
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
Cursed 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
Cursed Chipped Emerald
Same for all gear: Add 2 gem slots but Lose 25-17 Stamina on Focus Use
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)
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)
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
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
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 -
They add 1 gem slot and have a perfectly balanced negative and positive effect. (they change your playing style but not your strength)
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%
Gem of Equivalent exchange
Same for all gear: Add 1 gem slot, Indistractable - Loose XP when you Die
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
??? 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
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
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)
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)
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)
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
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
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
??? 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