Enchanting sucks - easy way to make it even a little better

I want to replace life per second with firewall…literally was given the option of life per second 7/10 attempts, half of those less life per second than what I was trying to replace. This is poor design. If I am trying to replace something don’t give it as an option! The whole system sucks but this is the suckiest part of it, except the cost.

Trying to get +ranks of a specific skill is insanely hard. 100+ rolls for landslide on gloves and haven’t seen them but down millions of gold and mats are back down to 0. Other chars had to use whatever gloves dropped with them. So very hard to GA+reroll to ranks I need.

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Two things will fix enchanting.

  1. Make it so the stat I’m rolling off cannot be offered as an option for replacement. If people have INT already and want higher INT then let them roll the INT into something else then roll it back on.

  2. Make all affixes have an equal chance to roll. There’s absolutely no reason that some stats should be so rare (+skills) while other stats show up 90% of the time (main stat).

Boom. 1000% better.

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Considering Enchanting you cannot reroll GAs to other GAs and you cannot use Enchanting to reroll Tempers, the only point it serves is helping make gear that could be useful actually useful by rerolling a terrible stat like Life Per Second or Life on Hit to something desireable.

Early on in your itemization journey, your goal is probably to get 70% All Resist and 9230 Armor followed by every Multiplicative Damage source you can get and things to just enable your build you want to play function. The problem with this is that the path to really accomplish that is Enchanting which is extremely expensive and filled with RNG which is in contrast with how the system should be designed for what it is.

There are a lot of potential “fixes” for Enchanting and directions they could take.

  • Allow GAs to be rerolled to another guaranteed GA with a huge expense.
  • Only require Gold for Enchanting non-GAs and greatly reduce cost and gold cap
  • Or - Allow players to select the Affix they want but the value is RNG. The cost remains as-is.
  • Allow Enchanting to reroll Tempers. Perhaps the value does not change but you can reroll any Affix from the Tempered Recipe. Having a Maximum value of say +Damage Over Time would guarantee you a Maximum +Vulnerable Damage, +Damage to Injured or +Critical Strike Damage from Slayer whereas a minimum roll or mid roll would remain the same but you can at least get the Temper you want.
  • The above is a convoluted work-around for Bricking Items via Tempering which I think a better system could be implemented.
  • Perhaps allow items to be DISENCHANTED allowing you to Salvage an Item and select an Affix you want to bank. You can then Enchant (Imprint) that Affix onto another like-item Class and overwrite any Affix of your choosing. Affixes can only be Imprinted once and are consumed after being Imprinted. I personally like the idea of this system more as it helps builds both early on and late into their journey. Once you find a GA that you can use, finding a GAII would be upgraded to a GAIII. You would not be able to Disenchant an item that has an Enchantment.