Yes, not all of them are great at enchanting, that’s why there’s only one person in a town who even can.
However, why wouldn’t these people who actually know what they’re doing spread out and take over these positions rather than a bunch of apprentice alchemists who have no idea what they’re even doing?
Is it just to have a roadblock for players for no real reason? I think it is.
In this update we’ll have wandering alchemists that may grant us the ability to choose enchantments
I figure sunken items are uniquely rare - all sunken items will be about this rare, and all the other items in the game will be accessible at normal rates, even at higher levels.
I suspect the rarest late game items will also be 1/64k, or somewhere around that order of magnitude. If vetex starts putting important items behind grinds like that, or takes it orders of magnitude higher, we can complain then, but at the moment the rng is reasonably healthy - just spoiled a bit by 6/8 enchants being worthless.
If anything, the current sunken thing is encouraging - vetex plans on making the rarest items completely skippable. It’s literally just iron armour with magic size attached - cool gimmick, not actually useful.
If sunken items could have different colourations, and everyone thought the black one looked coolest, would that make perfect gear a 1/1,000,000? That’d be your odds of getting black hard sunken. I don’t think rare items are a problem if the advantage they give is so small it might as well be cosmetic.
I don’t believe that’ll happen, being able to choose enchants from travelling merchants.
It would be great if it did, but I doubt it.
It’d be great if all the current alchemists were fired in the lore so that people who actually know what they’re doing would start to take their positions.
(If your magic is RNG, clearly you don’t know what you’re doing)
What do you mean by RNG?
Wait wait wait, take a moment to realize that this is past 3x as rare as a legendary chart in Arcane Adventures.
This is beyond absurdly rare for fishing which is far slower than chests for each item.
The enchant system doesn’t make sense for gameplay or lore as it stands, the alchemists shouldn’t even have jobs because they give random and unsatisfactory results 7/8 times and it serves literally no purpose other than to make it harder for players to actually make the build that they want, an unneeded roadblock.
Just consider when the equipment is actually… useful at this rarity.
Random enchantments don’t break my immersion - enchanting is presumably an unstable magic.
Lorewise, nobody can control it, in the same way nobody can control what their first magic is, or if they even have a first magic. Alchemists keep their job because they provide the best service in Magius - if that’s 1/8, it’s still the best.
Like I said, I’m defending sunken armour specifically because sunken armour is not a problem, not because I don’t think it’s rare. Believe me, I know how rare sunken armour is. You just can’t compare it to legendary weapons because legendary weapons were actually useful.
If we get something at perfect sunken’s rarity that’s also a significant upgrade over it’s accessible competitors, I’ll grab a pitchfork and join you. Until then I’m happy to have uber-rare pseudo-cosmetics.
I’m just calling it out before that happens because it will happen.
I don’t see much of a chance that it doesn’t.
Also less layers of RNG would make everything better.
Imagine this: You can reenchant an enchanted item for 10% higher price each time capping off at your max wallet size.
This would allow players to get what they want out of any piece of equipment without being too limited by an additional layer of RNG, it would still be there, but there would be a way to get around it with a bit of luck and alot of crowns.
Agree to disagree on the RNG thing - I trust vetex to avoid locking necessary meta gear behind multi-hundred hour grinds. He has some appreciation of the hours behind his droprates - I know for a fact he’s done the maths on how many sunken items he was expecting to enter the economy per day.
He’s not going to do an oopsie and accidentally add a 5k hour grind for key equipment.
I like the idea that even fairly dedicated players will settle for non-perfect gear, and will have slightly different stats because of it. I’ll admit the 1/8k grind for the sword doesn’t really match that (like you said, nothing really compares to it), but enchanting isn’t the issue there.
Players should end up not getting what they want all the time - the problem is that what they get instead is totally worthless junk, as opposed to a minor change in playstyle. 3/4 chance to get junk enchants is stupid and needs a better fix than the one we’re getting, because they’ll still be junk even with non-linear scaling.
RNG means “Random Number Generator” most if not all random chances are determined through this.
When I say “layers of RNG” I mean if you have a 1/2000 chance to get a certain drop pool
(the sunken items) there’s still 4 items in that pool, meaning you have an additional 1/4 chance to get the specific item you’re looking for, which turns the chance into 1/8000 to get the item you want since 1/2000 x 1/4 = 1/8000.
Well banana, as I mentioned earlier, it would not be the first time he’s put incredibly powerful gear behind those kinds of grinds, legendary charts in the original.
A 1/20,000 chance to get the chart and a 1/5 chance to get the weapon you want from the chart. Getting a specific weapon would be a 1/100k chance.
So uh… I’d be lying if I said that I trusted him to not do that.
1/20000 from fishing… 1/40000 from chests just wanted to say that legendary charts are 10x rarer than sunken stuff. maybe the stats are the other way around? im too lazy to search it up
That’s Arcane Reborn, not Arcane Adventures.
sorry i just remembered it from the wiki that switched from AA to AR and read it recently to check something sorry for the mix up
so far a lot of my time in the game has been spent mostly on somewhat grinding for specific sets of items that i want with specific enchantments, which always ends up meaning i spend way too much money on the items themselves and then enchanting them just to end up throwing them away if they arent what i was looking for. i wouldnt have to do this if any of the random enchantments had any real reflection in gameplay.
i cant sacrifice all of my power and defense for agility, especially when its only ~50% faster movement speed. i completely agree. i think the scaling should drastically increase for the beginning ~150 or so levels and then slow way down from there. i should be able to see a difference in my stats just from having one item with that specific enchant as a bonus to its normal buffs, instead of having to create an entire build dedicated to it. this would remove the problem entirely seeing as i cant really complain about having a random additional buff, even if its not the one i want.