Let’s be totally honest here, after the first exciting moments where you’re learning the game and absorbing all it’s new enchanting features. You can sit back and analyze what you enjoy and find lacking about the game.
On a developer interview I watched on the YouTubes, the developers mentioned that they wanted gear to be exciting and that they didn’t want item rarity to be so linear. Basically that White and blue items would FINALLY be interesting to the players…
Well… they are not. Not really. If you were to be the harshest critic, the gear doesn’t really vary all that much. All the enchantments orbit around 3 primary things, Health, Stamina and Focus. Sometimes you get some magic damage, or maybe some extra XP gain, small things like that. But nothing really changes your playstyle really. You could strip all your enchantments and it wouldn’t change how you fight almost at all if you ignore Weapon movesets and Runes.
Your build, is your weapon, runes and your weight capacity. That’s it really.
Everything else gives you small bonuses to make some stats slightly better, which don’t get me wrong is helpful; but doesn’t really create a build.
I believe it’s at the core of an ARPG to find a drop that can potentially change how your adventure is going to continue. Find a drop that adds significant value to the role you want to play, or even pivot it to something different.
I would love to see in the future, moments where you go “wow!, this thing dropped, so im going to invest my efforts around making this be my strategy.” That’s what I think a lot of us would find exciting about gear. Uniques, are meant for this kinds of moments, but i think blues and purples can do the same to a lesser degree.
My solutions
Change what it means to be an enchantment and a gem. Make it so enchantment’s are effects that can significantly change how you play, or what your basic actions (attack, charge attack, rolling, etc…) do or add a significant effect to your character.
Enchantments
Enchantments now give you a guaranteed primary affix with a unique ability that has a mechanical effect on your character; but also paired with 1 or 2 secondary support enchantments at random that are just like the current ones in the game. Cursed items give you better secondary affixes that you can’t have on blues with the additional curse.
Primary Affix example:
- Burning Aura: Deal “X Faith” burn damage and burn build-up in a small radius around you.
This gives you a very simple effect that has some implications, such as you probably want this on a melee character and you probably want bonuses with burning damage.- Gravity Pull: Your charge attack creates a field around impact area pulling enemies in and dealing your INT attribute bonus as physical damage"
Secondary Affix example:
- " Heal 5% health on kill"
- " ‘x’ chance to recover 15% stamina on hit"
This way you can hunt and play around these primary affixes that change your playstyle and still have the secondary affixes to support your stats.
Curses
I think curses also need some changes, the current curses are either so bad they almost become garbage, or not really engaging. Curses are a bit of a loss potential, because you could make curses be an interesting way to create even more build variety.
Curses examples:
- Curse of Burden: Your roll is always a heavy roll, regardless of weight capacity.
- Curse of Ailing: Consuming food has a small chance to poison you based on your poison resistance.
- Cursed Metabolism: Potions and Elixirs effectiveness reduced by 50%.
Gems
White gear is still basically a hollow shell of an item on armor, which let’s be honest you will simply enchant into a blue, basically turning it into a non-white item anymore. Sure, White items are much more interesting when you’re talking about weapons, but armor is quite lacking; I can almost guarantee you that if you forbid players to use anything that isnt white armor, you will see the exact same gems on armor regardless of your build.
To fix that, I think gems need to be stronger and more valuable. I would even add rarities to the gems to create this extra layer of excitement and power when finding one.
Gem examples:
- Lesser Gemstone: (Common) Tiny Feather " Reduced weight capacity -x%
- Greater Gemstone: (Uncommon) Grand Feather “Reduces weight of item to 10”
- Exquisite Gemstone: (Rare) Painite " Damage increased by x% when HP below 30%"
Having more powerful Gems would make white automatically more valuable yet not mandatory. Gems are good! Having 4 gems is really good! There is a downside, Gem’s don’t have the same types of abilities that enchantments have. Gems are more specific and following the developer’s statement, more customizable.
Making enchantments have a primary affix that gives the character a unique ability, would allow for more playstyles (builds), especially when making use of certain attributes ( Int, Str, faith, etc…) while making gems more powerful but with more specialized bonuses will create more interesting decision making and giving White items value.
Let me know what you think about this idea, and maybe you can add an example for an enchantment and one for a gem on this post!
Cheers!