Enchanting shouldn’t be looked at in a negative light right now it’s a coin flip. And yes, with the new mechanic we can burn through hundreds of fallen embers to get the right stats and rolls but I think this makes the game feel less immersive and more grindy. Like if I can use fallen embers to re roll gear why don’t I just add 10 fallen embers to the enchantress and pick the rolls I want? “Hey Eleanor love what you’ve done with the place, I found this sick Hammer in Fort Reach I want you to enchant it” Cerim it will be randomized I don’t have the resources to communicate with the gods".
Perfect, here is 10 fallen embers! ALAST! Boom sick enchantment. Just a thought but to the real topic..
My feedback has to do with named curses and how they such be sets based of real events and or enemies and lore in the game
As an example:
Life Leech (Insert game lore topic/name/deity) One Handed Short sword (or any weapon or armor)
randomized stats or maybe something based of the move set and playstyle of the weapon and or armor
randomized stats: same as above
randomized stats: same as above
Curse(Green Positive stat) leaches 20-40% health on hit from the enemy (this enchant is locked)
Curse(Red Negative stat) constant loss of health while in combat (this enchant is locked
In addition, maybe there is an effect when you attack that orbs of life are falling off the enemy and being consumed by the weapon or armor. I think the idea of feeding the curse while in combat is super satisfying and with them being locked it will allow you to balance these curses through the life of the game to 1.0
My current experience in game is well over 80 hours in both pre breach and the current content. I feel like I only ever equip one cursed object because when I receive a cursed object it immediately gets sold because the negative outweighs the additional enchantments by a significant margin. Additionally, when I find a really great looking piece of gear I’m deterred from attempting to enchant it because of this risk.
Sacrament will endure <3