But we're not talking about skill at this moment, we're talking about the enchanting system.
The gear should take skill and/or dedication to attain.
The method there in to make that best gear EVEN BETTER should have some kind of risk or high level of effort to improve.
I hate the idea where in the end everyone has the same gear because "It's the best"
the best should be rare, the question comes in how to make those amazing pieces rare.
Disregarding all the neg and positive posts.
What did you base this decision off of. I really want to know. Can I get a blue response?
Did you base it off of tickets submitted?
If so did you take into account that no one who likes the system is going to send in a ticket because they like the state of game?
Any kind of response regarding how you came to the conclusion to change yet another game mechanic before launch feels quite necessary. I could understand if EME had 5 mmos behind them and had all the data, and experience but that really isn't the case here. No offense, but its a fact.
Where did this decision stem from?
I like that idea, Spookyelectric. It sounds like a pretty decent solution, not the best, but being more personally involved and vested in the upgrading of your gear is a much greater system than this new idea they've unveiled.
RPGs are supposed to be about the journey to your greatness. Sitting at a vendor dumping sack fulls of gold at an NPC for dusts isn't much of a journey to be proud of.
If not risk towards my items, I want a journey. I want to EARN that power, not have it spoon fed to me with no effort.
(Farming Gold is not 'effort' for those who would retort with that)
Wow, I went back and read some of the other posts (not going to read all 60 pages of people [filtered]ing at each other). I am surprised any one HATES the change, and a few people even claimed that they will cancel their order over this change!
The ktera system involved no skill to get to +12. One could easily use an RMT to acquire a +12. Getting a +12 in ktera literally only takes sitting there clicking until you run out of money, then getting more, wee how skillful and challenging. Even if one did not use an RMT all it would take is solo/small party grinding easy bams for fast cash.
The old enchanting system is a time sink, so is the new one. Neither involve any form of skill, there is no twitch or puzzle mingame, there is no questing, there is no pvp, or any combat. The NA enchant system simply requires a smaller time investment, thats it, only difference. More time spent pvping, or killing bams, or exploring the world, or delving into a dungeon, or just logging off for a few hours seems INFINITELY more interesting than standing in town by a vendor clicking scrolls for hours upon end until your brain congeals into a blob, oozes out of your head, and all you can do anymore is click scrolls and weapons.
I revise my earlier statement. Enmasse if you cannot add in some sort of questing for +12 then this is the next best thing. Congratulations on making a good choice.
Just make the powders for 6-10 rare and 10-12 extremely rare... like 1% on final boss/ dungeon... with a still % chance of failing and im fine with it.
I doubt they're reading all posts but I hope they take notice some of what is said.
In my opinion, the new system can be fine, both, in fact its a nice system, since you can still fail, but you wont get terrible punished for it. However.... removing the "luck" some people called RNG in "stats" system, is really not a good move. If you want to make enchants not delevel fine, want to make that you can lock some of the stats when re-identifying.. fine. But you have to add something random back in the game. Something that people feel satisfied by luck. No annoying quests everytime you want to fkn enchant something, that's dumb. That just adds more work, not more fun.
We need something back to make stats fun again, not crystals, but some random change to have awesome or slightly less awesome back in stats. While not punishing, something thats time consuming and can take ages finding the right "place". Not a combination of stats but something else, I can't think of something at the top of my head at the moment. But basically something that allows more player Uniqueness than just crystals. Elemental affinity, or something like skills on items, you can use an item that has a chance to give a random beneficial SKILL stat on your weapons/armor, and you need to keep rerolling until you find what youre looking for in build.
Sort of like glyphs but random stats on armor, lets say.... more damage from Pounce, when enemy is poisoned or something dumb. Glyphs arent enough.