The RNG Problem, Enchantment System Vs Gem System

- 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

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 on hit damage for 20 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 → 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%

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 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%

image 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%

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 ??? Gem
More gems can be added in this category, for interesting enchantments that are missing

Curesd Gems :skull:
They add 2 gem slots but have a negative effect

image 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

image Cursed ??? Gem
Many more Cursed gems should be added in this category

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%

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 ??? 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
0 voters
2 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

yeah i’d like to avoid the rng fest of diablo-likes especially poe, where you have to be a gambling addict to stick with it. I don’t know how many embers i’ve wasted on trying to roll one stat that should be a 1/10 maybe but used 50 on it.

the ranges on the gems themselves are probably annoying enough to roll proper before exalting is an option. andexalting could also be a one by one step to make it not too easy to max out, but idk.

but i still don’t know if your proposed gem system CAN replace what is ultimately a loot based game. i think that wicked might lose too much identity because of it.

we could introduce a hybrid. something like infused embers, that need x amount of one gem, to apply the enchantment of your system. meaning e.g. use 5 chipped quartz to turn a fallen ember into a quartz ember that can replace either the gem slot with deal 25% lightning damage on dodge or replace a fitting enchantment with it.

that way we can build on top of the current system without totally replacing it.

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”.

1 Like

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.

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Impressive work mate !

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

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

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

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

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