Ascendancy Enchantments and unique items
I see from the Ascendancy Enchantment news item that there's an enchanted Devoto's Devotion. Pretty cool that you will be able to enchant unique items! At least I hope that will be impossible.
Also have to see in practice how it works - do we get just one random enchantment, or a choice, and can we use it multiple times? |
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They said the enchantment is random, however, I imagine you will be able to farm it. No reason to run the labyrinth ever again with the same char otherwise.
On the flip side, Chris also said that completing the labyrinth will take a significant amount of time in merciless, he mentioned half an hour if I remember right. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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Enchantments are randoms but you can rewrite them as much as you want until you get the one you are looking for on the right piece of gear (good luck with that, helms have 300 :p)
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" Yup. The time sink is real. 30min to get a 1/300 (for rare enchants, probably more like 1/2000) chance is soul-crushing. Sinking 1k hours into one gear piece for one build is... a bit much. |
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I guess the goal is to give end game players something they can grind forever for since duping items was so last year. IGN: Arlianth
Check out my LA build: 1782214 |
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Ugh! That many random options and no choice? I'm feeling "Talismaned" already! Not much point getting a sword enchantment on an axe...
I'll probably take what I get, and maybe swap around items between characters if there's something a different character can use. I have about 10 characters ready to rock, that will be 30 trips through already, at 30 minutes each that's nearly a week's play. We will have to see how many times I go through the labyrinth. It won't be as bad as 1k hours per piece though, unless you need that one specific thing. As long as a useful enchant is on one of my gear pieces, I won't care too much. I have no need to minmax everything. |
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I think 300 enchantment count is just for helms, there are a lot of skills in the game after all and they're just numerical bonuses. I agree it's a bit much, one good bonus per skill would have been fine, it is known what each skill needs the most anyway. On the other hand, gloves have fairly unique effects so I think 20 would be a more realistic number.
Well, at least the values are fixed so there are no bad rolls and some bonuses are real nice. Like that move speed when not hit for few seconds, a godsend for necros with their slowpoke bones of ulr, and they don't get hit much either way. Actually, modding uniques in any way is pretty big. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Feb 23, 2016, 7:19:46 PM
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Issue I foresee is players simply grinding out gloves and boots because their effects are much more splash able instead of wasting precious enchant orbs on crapshoot helms.
I imagine unique helms with ideal enchants will be very powerful. 8% aoe earthquake 20% to add an additional arrow on hit for bow skills(guess only). IGN: Arlianth
Check out my LA build: 1782214 |
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Yep, we'll see. I'll have to go through three times for each character anyway :)
Last edited by Mal_function#2853 on Feb 23, 2016, 8:00:57 PM
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" i wonder about that considering how fast some builds are these days, it would need to be filled to the brim with time waster mechanics to slow the clear speed builds down. |
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