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Game needs a Level Up gear enchantment

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    Game needs a Level Up gear enchantment

    I played through Season 1 hoping to get some decent level 70+ gear drops. I got a couple of level 71 or 72 drops with somewhat decent stats after reforging, but it has become painfully obvious that the good old days of relying on competitive gear drops have ended. To be competitive in the upgrade world, you have to craft 70+ legendary gear pieces and then convert them into Celestials.

    What is missing in the game is a way to take an already good quality level 70 set piece and level it up to level 75 to make it competitive again. I propose adding a "level up" enchantment that would allow a player to level up their existing armaments and stats by one level (keeping the max at level 75). You could add the level up boxes to the crafting menu and offer them as bonuses from completing trial goals during ANBs (especially since the Celestial boxes that can only craft level 70 have lost their luster).

    #2
    Originally posted by Ozymandius View Post
    ... it has become painfully obvious that the good old days of relying on competitive gear drops have ended. To be competitive in the upgrade world, you have to craft 70+ legendary gear pieces and then convert them into Celestials.
    You say this like it's a bad thing... what are you, some kinda socialist?! That grind-craft-grind cycle is where the money's at!

    I like your idea, in theory. How would you handle the stat upgrades? Would they be RNG, or add a constant value from the level increase? I don't think anyone would really care if they're not maxed in the process, since we'd still have the Celestial Transform mechanism.

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      #3
      How about bringing back the old weapon forge (for identical objects) and adding in the ring fusion method of stat combination. Example: I put in three level 70 Integralas Mantles and out pops a level 71 IM with a combination of the stats that were present on what I put in. This might need a fix for The Triplets (reported somewhere in the bugs forum).

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        #4
        Originally posted by Ozymandius View Post
        I played through Season 1 hoping to get some decent level 70+ gear drops. I got a couple of level 71 or 72 drops with somewhat decent stats after reforging, but it has become painfully obvious that the good old days of relying on competitive gear drops have ended. To be competitive in the upgrade world, you have to craft 70+ legendary gear pieces and then convert them into Celestials.

        What is missing in the game is a way to take an already good quality level 70 set piece and level it up to level 75 to make it competitive again. I propose adding a "level up" enchantment that would allow a player to level up their existing armaments and stats by one level (keeping the max at level 75). You could add the level up boxes to the crafting menu and offer them as bonuses from completing trial goals during ANBs (especially since the Celestial boxes that can only craft level 70 have lost their luster).
        You mean this idea that I posted on 9/19/19?

        "So how about this modification of the OP idea.

        I give you TEMPERING ORBS.

        Craftable items like CT that increases an item's level after its creation.

        Tempering Orb Lv 1. raises item level from 70 -> 71 Costs a bit of everything

        Tempering Orb Lv 2. raises item level from 71 -> 72 Costs a little more of everything

        Tempering Orb Lv 3. raises item level from 72 -> 73 Costs 2x of Lv 2 Orb

        Tempering Orb Lv 4. raises item level from 73 -> 74 Costs 2x of Lv 3 Orb

        Tempering Orb Lv 5. raises item level from 74 -> 75 Costs 3x of Lv 4 Orb (perfection always costs just a little more than it should)"
        GAQO KITO REZO 1934

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          #5
          Both ideas look very promising. I suppose this enchantment should be VERY expensive, and it would only be useful it it kept the current stats at proportionately high values (i.e., incresing about 8% per level).

          Comment


            #6
            Originally posted by Arionthe View Post

            You mean this idea that I posted on 9/19/19?

            "So how about this modification of the OP idea.

            I give you TEMPERING ORBS.

            Craftable items like CT that increases an item's level after its creation."
            Sorry that I missed this previous thread, I added the link to that discussion below:

            So, we've all felt the dismay of crafting piece after piece (and at such a cost...) in search of those elusive level 75s... while I am aware that persistence pays off, I think it would be much better if the higher-than-70 level crafting was made deterministic rather than random: - it would be better for the game. No exploits,


            For me the basic problem with Eternium right now is that it is too crafting centric because the chances of getting a competitive gear set through game play drops is almost nil. I play every day for at least 2 hours during my long train commute, and I only have two or three set gear drops that are over level 70 (my highest is level 72). I do see drops of level 71-72 gear, but most of the stats are useless even with reforging. I am not sure what the intent was of pushing the gear level to 75, but you cannot be competitive with a level 70 gear set anymore. We are all currently caught up in an "arms race" to get the highest rated gear. It took me a lot of grinding trials to build those level 70 sets and replacing them with higher level gear is proving to be much more difficult than it used to be. I haven't upgraded a piece of gear since the Bronze3 ANB where I got only one set gear item that was better than my existing gear.

            I think that the challenge for the Developers is how do you keep seasoned players with a full set of end game gear in the game. My heroes were pretty close to end game level before the introduction of the new gear sets, but the last upgrade to level 75 gear has made them all "has beens." The success of the ANBs is that it pushes you back into the scenario that made playing Eternium fun. Starting a new player means that with each story run or trial, you are more likely to get a useful weapon or gear drop and your experience levels up more quickly. By the time a hero approaches end game level, the drops become totally irrelevant and experience gains slow to a crawl. As Chosen points out, the fun goes away when all you can do is collect salvage material for crafting. There is not much left to do but collect gems and wait for the next ANB event...

            What seems to be happening now is that a lot of seasoned players are asking themselves, Do I really want to keep grinding for so little returns? Sadly, many of them are answering, NO. I am just looking for some light at the end of the tunnel, where old heroes can be resurrected by upgrading existing gear instead of spending tons of resources to craft only to be disappointed over and over again because the odds of crafting higher level gear is so low.

            I think some sort of upgrade enchantment would provide a chance for upgrading gear that does not depend on random luck or exploits.

            Comment


              #7
              Originally posted by ScabbyNuisance View Post

              You say this like it's a bad thing... what are you, some kinda socialist?! That grind-craft-grind cycle is where the money's at!

              I like your idea, in theory. How would you handle the stat upgrades? Would they be RNG, or add a constant value from the level increase? I don't think anyone would really care if they're not maxed in the process, since we'd still have the Celestial Transform mechanism.
              LOL Sorry, I didn't mean to offend any greedy capitalist pigs...

              I think that the stats level up would need to make them equivalent to the next level. A lot of players believe that RNG can be exploited too easily, so maybe a flat % like MarkHark proposed would work better.

              Comment


                #8
                Rng stands for...? Thx for info.

                Comment


                  #9
                  Random Number Generator - how the game code comes up with values for many things, like gear stats.

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