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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Gear Enhancement
Just from the stream today - it was briefly mentioned that gear could be refined /enhanced beyond its base stats but there would be risk/reward involved when choosing to enhance. How do you all feel about it? I imagine a penalty will be gear breakage which I feel kind of meh about. I'm not a massive fan of gear enhancement on top of rarity gear level. If rare quality piece of gear is complicated and challenging enough to craft/farm already then that should be a reward in itself. I personally don't want to be put in a position of like "right ok I need to start enhancing this ASAP to be better".
I prefer that there were jewel slots and you could craft different jewels to enhance in that way so you could choose stats to focus on or whatever.
I mean this might not be the case of course because we don't have in depth details but I'd like to hear the communities opinion on possible gear enhancement with potential "risk".
Or someone to correct me if I'm wrong on what they meant by enhancing beyond rarity. :D
I prefer that there were jewel slots and you could craft different jewels to enhance in that way so you could choose stats to focus on or whatever.
I mean this might not be the case of course because we don't have in depth details but I'd like to hear the communities opinion on possible gear enhancement with potential "risk".
Or someone to correct me if I'm wrong on what they meant by enhancing beyond rarity. :D
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Comments
As for the risk factor. In order to put these gems into your gear in the first place you will need a few things:
1. Someone with the profession of Gemsmithing.
2. Whatever Ashes Currency would be.
3. A base material to socket said gem.
4. Gemsmithing Hammers. These would be an item that gives you a percentage chance to equip said gem into a gem socket on said gear. Upon FAILURE the gem is destroyed, the currency you spent, and the hammer will be consumed.
All in all you have to farm for the gems, currency, base material, and hammers. So end-game content is the pursuit of perfected gear with perfected gems.
So lets say the armor basic max level is 10 , but you can go to 13 levels
Sure those's 3 more levels may give you a bonus stat, but at what cost?
Also lets say you get a chest piece that is similar but better then your current one well here's your chance to make it better
What do you have to loose? you just got a better gear piece then your current one you might as well take the chance because you might make it better then the one you just got!
just my thoughts :P
@JcTruper I totally agree that it gives gear an opportunity to be slightly different but I've played so many games where the risk has been gear destruction and that I'm not a fan of especially if I've worked my backside off to craft it xD I wouldn't mind if it was a down grade enchantment if it failed but ach I dunno xD I'll be playing regardless cos there is no p2w aspect to guarantee rngesus. As long as it doesn't go bdo route where world boss gear is best and it takes forever to farm - then you need to combine the two to make it better and has a chance to fail and loose the rare pieces x.x Then the cycle loops - :(
I think what they talked about in that Q&A was referred to as "over-enchantment" (though I know they were addressing a question about slight RNG to crafting).
I know from previous Q&A they said they didn't want RNG in crafting so this means regular gear enhancement will have no risk and great flexibility.
This over-enchantment will break the limits of regular-enchantment with an added risk. I think it's fine to speculate great risk such as destroyed items, but I don't think we should put much emphasis on that alone. There are many possible avenue of risk, it could be the risk of materials you have to invest, could be degraded stats, could be degraded durability, etc. This is interesting because that means there is an element of RNG in enchantment, differentiating it from non-RNG crafting.
But it really depends on the ratio of base:chance and how its applied
I think chance should be mitigated by experience though.
So rather than making a maxed out powerful weapon even more powerful.
It should give lesser crafters a chance to create a weapon as a powerful as a master crafter.
Masters already know how to perfect something....they have already overcome/controlled the RNG.
A master assassin already knows and utilises pressure and puncture points.
Using RNG as a critical hit to those same pressure and puncture points (he already knows and hits as a master) is illogical.
@Diura I agree it be a huge pain breaking something that took a week to make it will personally tick me off! My time just got wasted!!
and I believe they intend to keep that promise of no P2W :P
I think that the necessity of having 3 sets of armour because, for example, different kind of elemental resistance, may be a pain in the storage box, so the gem system may be fine, or, at least, a system were a crafter can change a particular set of stats on your armour/weapon, depending on how much is skilled. Maybe just up to a certain limit, if you want to change those stats a lot, then you'll have to craft the item anew.
Rune_Relic said: Totally agree with this. A master crafter knows very well how to build something avoiding its destruction... while a novice would strive to do the same. I fashion the idea of overcoming the RNG through experience.
You could enchant your boots to grant a dexterity bonus, of course, but what about that intriguing permanent silence spell, able to allow you to walk on any surface without making a sound?