Enchanting punishes the player for bad luck

Loot hunting is one of the fundamentals of ARPGs. For an ARPG to be good, the loot hunt needs to feel good. In this post, I’ll explain a few reasons why enchanting, an important part of the loot hunt, doesn’t feel good in the endgame. I’ll finish with some ideas for a solution. Beware the wall of text or skip to TLDR.

Introduction

Finding a great rare item is very difficult in diablo 4’s endgame, which gives players something to strive for. The item needs to roll with the right affixes with high values. Finding such an item would feel very rewarding, if it wasn’t for one thing : enchanting.

Enchanting allows players to hunt for items with only 3 out of 4 affixes. On the surface, it’s a great system. It gives the player some agency to choose the 4th affix, making the item their own and fitting it perfectly into their build. It also increases the chance of finding great items, while maintaining the rarity – it’s an ambitious goal to find an item with 3 desired affixes with high values.

Enchanting’s main issues are the result of coupling randomness with an increasing cost. If you enchant the item multiples times, the result is a new roll of the dice, but the cost increases. With this problem fixed, the item hunt would be a lot more enjoyable.

Enchanting’s flaws and their effect on the player’s experience

Enchanting punishes bad luck. If you enchant an item and don’t get the desired affix, not only do you lose the materials and gold used for the first attempt, but the cost of the next one increases. Resources have been lost without any progress towards the desired roll. The increasing gold cost feels worse because it adds frustration to an already frustrating event.

The gold cost increase also means that the player is being permanently and cumulatively punished for every single bad luck event. Every failed attempt adds a little bit of frustration, but also carries the weight of every single previous failure. This feeling is only increased by the fact that the player has no control over the listed options. It’s like gambling where you’re forced to double down.

Enchanting cost increases after imprinting an item with a legendary aspect. This means that the player should not use the item until they’re done enchanting it. If they wait for more gold to keep enchanting, they’re frustrated because an upgrade is sitting in the stash instead of being used. On the other hand, if they imprint it, they’re frustrated because they essentially give up on getting their desired roll from enchanting, since the cost will be increased by so much.

In theory, an item can be enchanted an unlimited number of times. This sets up an expectation of getting the desired roll. Finding the item is much more unlikely than enchanting it correctly. Therefore, failing the easy part is very frustrating after succeeding at the hard part. This takes away from the satisfaction of finding a great rare item, because it could be ruined by bad luck with enchanting.

The number of enchants being unlimited coupled with the cost increase from imprint leaves a lingering feeling of frustration. The player doesn’t imprint the item, clinging to the hope that the next enchanting attempt will be successful. This feeling will persist until he gives up or gets lucky.

Solutions

There are a number of solutions to the problem, so here are a few ideas. Some of them could be combined.

The increased cost after failed attempts could be capped or entirely removed. The cost could be based on the level requirement. With enough time and forgotten souls, the player would eventually get the desired result, without the risk of effectively ruining a great drop.

The increased enchanting cost after imprinting a legendary aspect could also be removed. Players could then use the piece before they’re done with enchanting.

A rare consumable item could be added, with the ability to reset the enchanting cost of an item to the initial value, before it was ever enchanted.

Another avenue would be to deal with the randomness. For example, the occultist could allow players to pick in a list of every affix that can roll on that item. The cost in gold and materials would be increased to compensate.

The occultist could also offer an option to improve the roll of the affix already enchanted on the item. Instead of getting completely random affixes, including worse rolls of the current affix, this option would allow a random improvement of the currently enchanted affix.

Those are just a few ideas, there are probably more or better ones. Thank you for reading.

TLDR:

Enchanting’s combination of randomness and gold cost increase is detrimental to the player’s experience of item hunting. It punishes the player for being unlucky, which they have no control over.

When you fail to reroll an item, you’re punished in two ways. You lose the resources from the attempt, and the next one will be even more expensive.

The cost increase is cumulative, so every individual reroll carries the weight of all the previous bad luck events.

Imprinting a legendary power increases the cost to reroll. The resulting choice for the player is to let the item sit in their stash or give up on improving it.

Getting a good item is more unlikely than enchanting, which sets up the expectation of succeeding with the enchant.

10 Likes

Excellent talking points. Enchanting RNG and the exponential increase in punishment for those random rolls needs to be addressed. Enchanting affixes is one of the main disappointments/frustrations of everyone I know playing D4.

2 Likes

The 2 rolls per enchant seems buggy as well. One of the roll seem to stick to the same stat. Anyone notice this too?

1 Like

Honestly i hate the very idea of randomizing any element of crafting; It defeats the purpose IMO.
Are there really not enough things in this game that are randomized that even customizing ONE thing - on an item that randomly dropped with 4 randomly chosen properties that all have random values - still must also be 3 dice rolls, a coin flip, and a lottery ticket or its back to 16 hours of grind for you? The insane obsession with randomizing every single thing is just ludicrous. The slot-machine-as-game-design plague reaches into what is supposed to be a costly-yet-effective way to FINALLY perfect that one thing you already had to get through a hundred layers of random chance.
Just let me pick the affix and make it expensive if you must but that’s still better than being literally punished for something you cant control.

4 Likes

Yeah, this system is just horrible and demoralising. You finally, finally get that one in a million item that just needs a reroll to be an upgrade and then a handful of rerolls later, that gave you the same trash affix again and again, it costs 5 million to roll again, you’re broke and faced with grinding another hour just for one more hopeless try or hope that in another 30 hours you’ll get another item like it and can start the depressing journey again.

This is when you quit and never come back. This isn’t fun, it’s the exact opposite. Why Blizzard? It honestly feels like deliberate cruelty towards your players.

The way the price immediately skyrockets is absolutely idiotic and to add insult to injury it’s totally rigged with some affixes being very common and others being almost impossible to roll. Fix this as an absolute priority instead of just nerfing things.

5 Likes

This would be great, devs must rework the enchant feature… this is too much frustration and lack of pleasure…

1 Like

I came here to agree on this very point. I would love to be able to play with my gear to try and get the best stats but when it costs millions of gold to do so… That’s rough. It sours me to the experience for sure.

1 Like

Show the stats we are rolling for and at the very least lower the gold increase per roll. Cap it at 1 or 2 mil with a slower increase to cap. This system is rough right now.

2 Likes

its random, yes it can roll the same aspect, it can even offer you the same aspect twice (saw it on my end a couple of days ago). But due to selective memory, the times you get the same stat are more present than rolls where it was not giving the impression it would happen more often. (eg. try to improve a stat and you wont see it for 5-6 rolls *lol)

1 Like

Enchanting is a scam, it’s easier to just play and wait until the stuff you want drops than having to farm enough gold to pray to RNGesus.

2 Likes

These points are all spot on. Exactly how I feel :100:.

All the occultist functions are overpriced IMO.

Some other potential solutions would be.

Lowering materials cost. Veiled Crystals are not guaranteed on salvage, so the amount of resources per enchant should be reduced in addition to the gold you mentioned.

More options when enchanting.
With heavy cost and only two potential options to choose from it’s insanely steep.
3 or 4 different selections on enchant would help ease the pain of the cost.

Also, in D3 you could see potential things that can roll on an item type. Having in-game tooltip for that would be nice.

Hopefully we see some adjustments to this, as I feel the community is pretty united on this. We all like the grind, but not feeling stuck behind very low RNG chance and extreme cost.

Not a rewarding system at all and makes people just push for the next drop. Is that the game you would want to play as a dev?

Hope we see some adjustments for Season 1!

Please read this post, Blizzard. It’s very important for the future of the game and exactly spot-on.

The “fun detected” meme shouldn’t be one that’s embraced by developers. There doesn’t need to be a negative to every positive. It’s possible for you to give things to players without taking away something (like time, enjoyment, etc…).

Players enjoying your game, no matter how long they have to play it every day, is very important. I play a lot and this annoys me. I can’t imagine how badly this slows a casual player down. It just seems disgusting to me.

I’m sure this system works fine for someone like Wudijo who lives in this game. Most people don’t have a stash of 50 million gold. Most people don’t want to open a banking account in-game and only withdraw when they get a 3/4 bis, so they can spend it all on a single item.

Most people want to just build a set, consistently, throughout progression, stat by stat, by rerolling maybe a 2/4 bis into a 3/4 bis without it costing the next 4 hours of farming to get back to where they were. This is what was fun about Diablo 3. If I got a 2/4 or 3/4 bis, I knew I had the mats to reroll it at least 10 times no problem, but the system was lenient enough to rarely even require that. Of course, in D3, the stat pool was half as big, sometimes even just a fraction of D4’s… But that was GREAT actually!

thats blizzard 101,they set the odds setting you up to fail and then ask for currency to help you out.In the end which is very very near youll see em running again to save their pathetic excuse of a game for which they asked unprecedented amounts of money…9 upgrades in my stash all at 5m per tick to enchant,thats on my barbie and i get potion chances and intelig.

Good luck with dat…

Enchanting may have a severe bug

This is why we need devs who actually play their own game and I do not mean casually. So many QOL issues could and should have been avoided…stash is shared making having alts a pain, enchanting is a mess, chatting is nonexistent due to the sloppy design. I could go on but no need. The game is great and I play it daily but there is a lot that needs changing.

OP is spot on with how miserable enchanting is and it’s unbelievably easy to fix.

I like these points.

Another alternative could be to sacrifice a rare to take it’s affix and imprint it on the item you’re trying to craft. Then its actually crafting instead of gambling.
We already do this with imprinting legendries…

Same here, it takes forever to get pieces you can really use and blow millions in a minute,
They could of just give us more options or reduce the cost, its terrible!

It’s not random and it’s not buggy.
There are priority affixes for each item slot.
If the item you are enchanting doesn’t already have all of these priority affixes then it will always offer you one of them.

Which is great if you want to roll crit chance on your ring since it’s the only priority affix.

Not so good if you are rolling on an amulet which has 5 priority affixes and will always offer you one of those 5 as a roll. (since you can have them all on the item already)

Yes, it is really messed up right now, it’s like a rough draft of an enchanting NPC where they just put up a framework and spent thirty minutes on it, but it doesn’t need to be shifted into easy mode. Areas that I’d also mention needing improvement or somewhat different ones:

  • A list of possible affixes when you go to enchant the item
  • The increasing cost per enchant in gold needs to be SERIOUSLY adjusted. I don’t know what the calculation is, but the second one is jumping up to 5x the first? That’s absolutely insane.
  • Materials needed from salvaging aren’t guaranteed like they were in D3, there’s no indicator of what the chance is. It’s another random unknown bit of info that would be really helpful.
  • Low level legendaries require Fiend Roses to enchant. That seems to just completely negate enchanting any legendaries until a lot later for any player on their first character whether starting out or in the season.
  • Perhaps add another system that allows you to fine tune whatever enchant you have on your equipment. Maybe choose between a max of three guaranteed small increases or two larger increases that could go either way? I’d even throw in an old “Asheron’s Call” mechanic and allow for one BIG increase but it has a good chance of destroying the item completely.

There’s several others, but I’ll just leave it at that. Like you said, Blizzard has a lot to work on. I have no clue how they thought enchanting was presentable in it’s current form.

Solution 1) Rolls allways cost the same, around 100k to 200k. Depending on item quality and level. Then the dumb fully fledged rng is fine.

Solution 2) Costs shall exponentially increase lile now, but if from a roll I chose to not pick any of them, they r not rolled anymore. And if something rolls that Ipicked before, the roll must be higher.