I have to agree here. Not with the crybabying, but the system is certainly... in need of adjustment. At least remove the "random" component from the enigma system. The fact that it can take one person a single try and a few hundred gold vs another less fortunate person a thousand tries and a potentially limitless amount of gold is bad.
I'm also not fond of the fact that when I get a "better" weapon, it's generally worse than the one I'm using until I get it to at least +4.
The gold sink in this system, compared to the lack of ability to make gold at 60 is a bit painful.
Unless I'm missing something obvious.
I like the system. I like that I have to put time and effort into making an end game set of gear. I like that doing so requires actual thought about what I'm doing rather than just throwing gold at something and getting what I want.
There's no thought to farming gold to buy vendor items followed by rng.
This system being Asian/Korean in origin might actually mean something if this was the Korean version. But this isnt the Korean version in case you forgot.
This is the North American version and as such needs to be designed with North American expectations in mind.
All other subscription based Korean MMOs that were brought to North America have failed because they kept the Korean gameplay systems intact and they did not appeal to the North American casual player.
As a fan of Tera and a 6 month subscription buyer I dont want this to be a "Doom and Gloom" post but it is. NCSoft thought they had the "Westernized" Korean MMO with Aion. They thought wrong. Where is Aion now? Its a free to play shadow of its former self. Will that happen to Tera? We will see.
The enchanting could be made better tho. As it is, it is all based on luck. One can get lucky and something +6 in 2 tries, and One other can get owned by RNG and end up taking 25 tries.
Something like a system that makes it take no more than 10 tries per level of enchantment. If it ends up taking you 10 tries to get it, it will give it to you. It will help make a cap on how much it will cost to enchant something to +9. Still have to run those dungeons over and over to get gear to sacrifice, but not leave it completely to RNG after getting the gear. Leaving it up to RNG isn't very good.
Luxing is another story. There could also be less steps to luxing something. as in, if you get the gold ?, then it will lux. and after it is luxed (ahem, masterwork here in 'merica), it wont drop down from being luxed. That would be more western.
I agree with the original post.