How to improve labyrinth´s enchant system ?

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elem3ntality wrote:

When I originally wrote this, the above post wasn't posted. If I had walked in here and saw a post saying something about selling items with removed enchants at no cost or even a small cost, then this idea could flourish.

If let's say we started selling out items without enchants and did this. I would like to throw in a killed currency. Since Chance orbs seem dead with all these divination cards. Maybe have them used as a currency to remove enchants since they're not even used and seem like a worthless currency. Or at least pay a small something to remove it and sell the item as is. I think a small cost at least to remove an enchant should be in place if we go with something like this.

That's just me though.


Chance orbs are never dead. They get used, not traded, most times. When I said free, I meant, do it for FREE.


- Sheepster
I can see reasons, with GGG's mindset and design philosophy why the enchants are not a consumable of sorts that can be used later.



But I can't for the life of me, if they want people to run the content, see why using the enchant at the end of the lab doesn't say:

You are applying x enchant to this item.
YES to go ahead and apply, any existing enchants will be overridden.
NO to cancel, you will lose the enchant but any existing enchants will remain.




I mean, it's just plain bad design. I run merciless lab until I get an enchant that works, not the best one, but it works. Carrot = eaten. There's a better enchant, maybe two, in that pool of several hundred possible enchants, but I can't risk losing the one that works with those odds.

Uber lab, nope, no carrot there, I got a one that works, why would I lose it?



The only thing I can think of is they don't really want everyone running the lab, they want a few businessmen running it and supplying poe.trade.

Seriously, how can that be the priority focus when designing content in an aRPG, wtf?

The enchant system is a disincentive to run the content.
Casually casual.

Last edited by TheAnuhart#4741 on May 25, 2016, 7:41:00 PM
Title:
Spoiler
Another gripe post.


You can remove the enchants as far as I am concerned.
Spoiler
I hated the D-3 auction house and folks are buying up rare items and pricing them to where only RMT can afford them!! And they are probably cashing out also??? I am boycotting the high priced item and urge others to do the same! This needs to stop and folks have == access to items. The demons on backs and shiny gear are cheesy enough but I understand supporting the development cost some folks are loaded with $$$$ to burn.


Spoiler
My first HC toon hunting the golden fat man, died in the lab my 2nd one is still alive and kicking with all 6 ascendancy points but is not as fun to play [/spoiler]

I am a bit bored at the moment no new tunes to try but prophecy is on countdown.
Spoiler
I never tried the PvP until some rage a-hole challenged me and I did not know what to to and lost place in map rotation.


GGG please try to consider what you are trying to accomplish and make average testers test content and if their eyes bleed eventually or many builds cannot pass the gate in HC please, consider a reset and try again.

I don't think another game is out there I am interested in and I have about he same cost as the D-3 bundle vested. About time for another package?
Spoiler
So older folks may start to roam. The new ideas are good except the buzz saws and twisters of doom/floor spikes.


Hint:
Spoiler
Whirling blades if you do not!


I swear I will not post again.;)
Last edited by dsmith999xx#2523 on May 26, 2016, 1:02:43 AM
Even uberlab is coming and still no real change to it...
I don't like this. It would end up being like masters where it's just a pain in the ass you have to go through every league. It would be great for standard though.
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Vesuvius079 wrote:
I don't like this. It would end up being like masters where it's just a pain in the ass you have to go through every league. It would be great for standard though.

But still better than current stat, right?

I like this idea a lot!
i think there should be some kind of randomness in the enchant system but i'll change into something like that:

- 1st run of the day when you complete the lab you can choose between 15 enchantments
- 2nd run of the day when you complete the lab you can choose between 10 enchantments
- 3rd run of the day when you complete the lab you can choose between 5 enchantments
- 4th and every other run when you complete the lab you can choose between 3 enchantments

(to limit some abuse this would be account-bound and not for every char)
"
TheAnuhart wrote:
I can see reasons, with GGG's mindset and design philosophy why the enchants are not a consumable of sorts that can be used later.



But I can't for the life of me, if they want people to run the content, see why using the enchant at the end of the lab doesn't say:

You are applying x enchant to this item.
YES to go ahead and apply, any existing enchants will be overridden.
NO to cancel, you will lose the enchant but any existing enchants will remain.




I mean, it's just plain bad design. I run merciless lab until I get an enchant that works, not the best one, but it works. Carrot = eaten. There's a better enchant, maybe two, in that pool of several hundred possible enchants, but I can't risk losing the one that works with those odds.

Uber lab, nope, no carrot there, I got a one that works, why would I lose it?



The only thing I can think of is they don't really want everyone running the lab, they want a few businessmen running it and supplying poe.trade.

Seriously, how can that be the priority focus when designing content in an aRPG, wtf?

The enchant system is a disincentive to run the content.


i wholeheartedly agree with this!
What if GGG tweaked the mechanics so that the enchantment you received was partially determined by item attribute? So for example, if you were trying to enchant a Lion Pelt, 95% of the time you would receive an enchantment related to dexterity skills. Or if you were enchanting a Praetor Crown you would more likely receive an enchantment related to strength or intelligence skills. A system like this -- I think -- would give players a slightly better chance of obtaining the desired enchantment without sacrificing difficulty.
Last edited by Adenydd#5819 on May 31, 2016, 6:57:27 PM
Personally i was thinking more along the lines of enchants either being stored as one use items, or it being possible to add them to a new currency item for that purpose - basically we can trade them instead of everyone running hundreds to get all of them each. Now it is like balanced for trading economy(full rng no focused return), but can't be traded blargh.

In "true Path of Exile Style"
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on May 31, 2016, 3:56:01 PM

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