This is what I think about the new embers:
The game is much better thanks to the new embers, they give the player much more control, but often They don’t solve the problems they mitigate them and and it’s even worse when the problem shouldn’t exist in the first place.
The ways to obtain them have not been thought out well:
More than half of the embers I found were found by fishing, It seems a bit ridiculous to me and not very intuitive I found the others from The Seneschal and missions.
After playing the new update twice, first solo and then as a duo, and then continue playing the endgame solo, I can say with certainty that the drop rate is too low for the single player, and that could also be ramped up a bit for multiplayer.
Every Ember except the Sublime Ember should be findable from the start of the game, and they should be more and better distributed throughout the game.
This was extracted from The RNG Problem, Enchantment System & Gem System “TOGETHER” (Update), where I propose changes to the enchantment system and the RNG, I criticize the embers in more detail this is just the introduction.
If you are interested in the general discussion I hope you read it and give me your opinions.
But the summary is that the system has serious underlying problems and even if they try to improve with the embers the situation they are an extension of the rotten system that should be reworked.
Increasing the drop rate is necessary, but even if the drop rate is regulated well, this does not mean that the problems with these systems will end.
Just like money in this game, adjusting the amount of Embers is almost impossible, because it depends on the players’ usage, each player has his own preferences regarding how much you want to change the build, and therefore the embers will be too few for some, it’s too many for others.
Obviously if there are too many it doesn’t make sense for them to be a limited resource in the first place, but if there are too few the build and post game become frustrating, and in both cases the post game becomes objectiveless.
In the topic I linked I try to solve this problem by reworking the entire system, but if we had to limit ourselves to staying in the current system without major reworks, to say that it would be much better to have too many fires than to be too limited.
At least during the adventure we could have fun with the builds even if the post game loses a bit of the long-term objectives, you can always introduce interesting long-term goals rather than chasing prizes distributed by the RNG.
As used in this way RNG creates alienation between the work and its result, the gamer does not know at what point in the process he is at because in reality he is in a loop from which he will exit based on the result of the RNG.