Why don’t we just…make it so they can’t be applied to boss drops and sunkens? Just suggest that they can’t be applied to what they already can’t be applied to, the entire reason modifiers were added was to make boss drops not the only way to get a good build
Idk that small detail might be the difference between Vetex accepting it or not
No, not at all, the point of modifiers is you get stat buffs to regular items by opening chests you get from a specific feature, like treasure charts, diving, or abyssal diving next update (except for the atlantean modifier)
You get enchants by doing a pve activity (dark sea) until you get the one you want, the main difference is the extra layer of rng because modifiers are ONLY pre applied
Modifiers are already functionally fancier enchants, there’s no reason to be stuck up about it and say they HAVE to be a pain in the ass to grind or they aren’t unique enough. If you really want them to be more unique, suggest a different system for modifiers entirely. Since the current one is total ass
I never said they have to be a pain in the ass to grind, that’s a strawman argument. The current system for modifiers isn’t bad, treasure chart drop rates just aren’t high enough which is being changed next update.
Drop rates/obtainability being too low ≠ conceptual flaw
You get enchants for nearly every stat by doing the dark sea, you only get one type of modifier for each chart, that’s also a notable difference. Modifiers have more variation to them
Well in practice, every modifier except for one is still a direct stat increase without any penalty. They’re very identical to enchantments with the only difference being how much you need to grind.
As it is a direct stat increase with zero penalty, it is effectively required because otherwise, you’ll have to fight at a disadvantage. This is the core issue of modifiers in my opinion.
You can argue that enchantments also have the same issue, but I’ll say we keep enchantments the same, and rework modifiers to be something more unique.
I mean it’s an rpg game, if your gear is worse you’ll have a disadvantage, that’s not worth discussing. Arguing that it’s effectively required because otherwise you’d be at a disadvantage is the same as complaining about a lower level player being at a disadvantage compared to a higher level player.
The topic worth debating is whether or not the stat buff is reasonable to obtain or not.
I’m currently only arguing against ops idea which would make modifiers too similar to enchants. If the issue is that modifiers feel like obnoxious min-maxing then the easiest and best solution is just to buff the drop rates (which is happening).
Actually imo the REAL easiest solution is…
Step 1, change the code for treasure charts so it rolls for a modifier FIRST instead of the gear.
Step 2, make it so that if you roll a modifier, get rid of all the gear labeled as “cosmetic” from the drop pool (fedoras, maid dresses, etc.)
Step 3, buff the rates of arcanium and amulets compared to other items in the newly shrunk drop pool for modifiers.
Congrats, you have mostly solved the issue, as now whenever you get a modified item you at the very least have an item with actual value on the market