- 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
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 on hit damage for 20 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 → Attack Speed increased by 3%-5%
Off-Hands: None → Attack Speed increased by 3%-5%
Armor: Focus cost decrised by 2%-5% → Focus cost decrised by 20%-30% for 5s after Stagger
Helmet: Focus cost decrised by 2%-5% → Focus cost decrised by 13%-20% for 6s after Rune Attack
Pants: Focus cost decrised by 2%-5% → Focus cost decrised by 7%-10%
Gloves: Focus cost decrised 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 13%-20%
Helmet: Regenerate Health in Combat = Regenerate Health in Combat and Regenerable Health incrised by 13%-20%
Pants: Regenerate Health in Combat = Regenerate Health in Combat and Regenerable Health incrised by 13%-20%
Gloves: Regenerate Health in Combat = Regenerate Health in Combat and Regenerable Health incrised by 13%-20%
Chipped Spike
Weapon: Physical Damege incrised by 3%-10% → Damege incrised by 10%-15%
Shield: Physical Damege incrised by 2%-5% → Damege incrised by 3%-5%
Off-Hands: Physical Damege incrised by 2%-5% → Damege incrised by 3%-5%
Armor: Armor incrised by 4%-12% → Deal 10%-15% Damage on Damage Taken
Helmet: Buildup Resistence Incrised by 4%-15% → Damege incrised by 10%-15%
Pants: Armor incrised by 4%-12% → Deal 10%-15% Damage on Damage Dodged
Gloves: Buildup Resistence Incrised 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%
??? Gem
More gems can be added in this category, for interesting enchantments that are missing
Curesd Gems
They add 2 gem slots but have a negative effect
Cursed Chipped Moon Stone
Weapon: Add 2 gem slots but Drain Focus in Combat
Shield: Add 2 gem slots but Drain Focus in Combat
Off-Hands: Add 2 gem slots but Drain Focus in Combat
Armor: Add 2 gem slots but Drain Focus in Combat
Helmet: Add 2 gem slots but Drain Focus in Combat
Pants: Add 2 gem slots but Drain Focus in Combat
Gloves: Add 2 gem slots but Drain Focus in Combat
Cursed ??? Gem
Many more Cursed gems should be added in this category
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
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
??? 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)
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