Destian
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+% chance to enchant!
Enchanting can be frustrating because there's a complete disconnect between player skill and reward. You can be the best Tera player in the world and that won't get you to +6 any faster than some random idiot who buys a chronoscroll.
And crafting is still largely worthless. The amount of money a crafted item sells for is still not worth A) the materials you had to grind to make it and B) the time you spent gathering those materials and crafting it. In that time, you could've ground BAMs instead and made far more money.
So let's do the following to fix both issues at once...
-Add a BoP alkahest powder that drops from hardmode bosses that's grants +50% for enchant success (even from 9-12).
-A special type of crafted item that grants +50% chance to enchant success when used as fodder.
The end result is such:
-Skill is rewarded as the best players can now acquire a near-guaranteed chance to enchant.
-Crafting is suddenly worthwhile as players will be able to create items that are ALWAYS in demand.
This way, players who want to gamble can still gamble, but players who want a sure thing and are willing to work for it can do so.
And while we're at it, enchanting should display the odds with your current material choices BEFORE you enchant. If players can see the chances of failure, they'll be less frustrated as a result.
Enchanting can be frustrating because there's a complete disconnect between player skill and reward. You can be the best Tera player in the world and that won't get you to +6 any faster than some random idiot who buys a chronoscroll.
And crafting is still largely worthless. The amount of money a crafted item sells for is still not worth A) the materials you had to grind to make it and B) the time you spent gathering those materials and crafting it. In that time, you could've ground BAMs instead and made far more money.
So let's do the following to fix both issues at once...
-Add a BoP alkahest powder that drops from hardmode bosses that's grants +50% for enchant success (even from 9-12).
-A special type of crafted item that grants +50% chance to enchant success when used as fodder.
The end result is such:
-Skill is rewarded as the best players can now acquire a near-guaranteed chance to enchant.
-Crafting is suddenly worthwhile as players will be able to create items that are ALWAYS in demand.
This way, players who want to gamble can still gamble, but players who want a sure thing and are willing to work for it can do so.
And while we're at it, enchanting should display the odds with your current material choices BEFORE you enchant. If players can see the chances of failure, they'll be less frustrated as a result.
Edited by: Destian
about 1 year ago