JamesSunderland wrote: » Warth wrote: » Unpopular Opinion here: When everybody can reach max enchants, then you might not have them in the game at all. If you put it in, then it should be extensive. Reaching it should take considerable amount of effort. With that being said: There should be diminishing returns on your enchantements. +0 -> +1 should should provie the biggest improvement. The highest enchantements should only provide a marginal improvement, so that they only ever matter for the players trying to do the hardest content. I agree with the "Unpopular Opinion" it makes total sense for the "Risk vs Reward" idea. Therefore i disagree with the "diminishing returns" as it simples goes against the idea of "Risk vs Reward" +6 to +7 should be more(or as) rewarding than +0 to +1 as the risk/cost to reach it is higher.
Warth wrote: » Unpopular Opinion here: When everybody can reach max enchants, then you might not have them in the game at all. If you put it in, then it should be extensive. Reaching it should take considerable amount of effort. With that being said: There should be diminishing returns on your enchantements. +0 -> +1 should should provie the biggest improvement. The highest enchantements should only provide a marginal improvement, so that they only ever matter for the players trying to do the hardest content.
Warth wrote: » @JamesSunderland If you make the highest ones the most rewarding, the people will feel forced into going for it no matter what, which is exactly what will get them to quit. Easiest way to unnecessairly lose players, the same way archeage did.
Warth wrote: » Its not just Archeage though, tons of (primarily) Korean MMOs tried the high risk, high reward gear upgrade gambling. Pretty sure i could name dozens. Neither of which was very appreciated for this aspect of the game in the west. Also, arguing, that nobody will do it is flat out wrong. The people looking to be as competitive as possible will always go for these advantages, no matter how miniscule the gains are. IMO, the last levels of enchantement should be the last/and hardest steps within your character's gear progression. However, High Cost enchanting systems with High Rewards (to the point where you have to do it if you want to be competitive) based on RNG will never be received well within the western audience. History has proven that 100 times over. Even similar attempts in WoW with titan forging were received incredibly bad, even though the high cost/high risk wasn't even a part of it.
Warth wrote: » will never be received well within the western audience. History has proven that 100 times over. Even similar attempts in WoW with titan forging were received incredibly bad, even though the high cost/high risk wasn't even a part of it.
Gubiak wrote: » Personally not a fan of 0 -> +10 enchants in order to progress gear like in MU or BDO. Thinking that enchanting should be something that requires rare ingredients and is meaningful when you finally put it on a piece of gear like enchanting at the end of burning crusade. You would just see people running around with the mongoose enchant and you would want to be a part of it. Having a stat bonus out of enchanting is not exciting and can be all kinds of frustrating when it comes to RNG.