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Discussion in 'General Gameplay' started by ν-13, Sep 25, 2019.
Too bad its not called enchanting. Its enhancing and what isn't relying on RNG?
So the title of this thread was changed to "So enchanting manos clothes is pure luck" which is not the original title of my post. Also I would never say "enchanting" instead of enhancing. Someone is doing some sneaky things hmmmm..
I don't have an opinion on the lifegear upgrade yet.
For me it feels like I just click until 1) I run out of dur 2) I run out of gems 3) I hit +15/PEN 4) hit my goal.(ignoring blow up accs)
The fix % are good and bad. Good as they are normally way above what you use as failstacks and awesome as you don't need to create/use failstacks(as it takes additional time to either swap char or create or or or). Bad as at some point you can create % above the fixed ones.
LOL thats a regular +14 +15 enchant in game.... Manos have nothing to do with this....
You must have never been enchanting stuff in this game huh?
Noone is enchanting in this game.
I think you fail to understand on a regular piece of boss gear you can force enhance it at +14, on manos you cannot. Maybe you should be asking yourself that question that you propose and no I dont "enchant" I enhance tyvm.
That is not true for everything they develop, and they could have provided a better experience than the Manos system for life skillers.
I am not even a life skiller, yet I find this Manos update to be way to centered around enhancing gear than it has to be.
Would be nice if there was something more interesting.
Gear RNG enhancement is getting pretty old after +3 years.
Some diversity would be welcome.
Literally everyone has realized this would be the case for months.
Its a great way to build failstacks think positive.
So what do you suggest instead of the current progression mechanics ?
How about a similar system to Diablo,Path of Exile, and Borderlands.
I played Diablo too long ago, not played PoE enough, but Borderlands is rather RNG heavy.
If they made it too easy to progress to the top. The game would be done and quit in a month.
What I suggest is not easy to implement, because they decided from the start to center gear progression around a limited amount of gear and combined it with RNG upgrades to keep the progression going.
What I suggest is a wide variety of different gear and gear grades dropping form mobs, similar to WOW, including gear sets.
Additionally I suggest rare gear drops with randomly assigned modifiers, similar to Diablo. These would have to be BOP to avoid market issues.
I then suggest you can attempt to move 1 assigned modifier from the rare gear drops to the wide variety of gear, subject to RNG success/failure.
No dungeons or raids.
This would allow you to build your own custom gear, and for that you could use "green" all the way up to "orange" gear.
It would give the endless mob grinding more meaning than it currently has, as you would be grinding for gear rather than silver to buy/enhance gear.
And to add to it, you technically would never be done customizing your gear because you would always be trying to find gear with even better modifiers to try and move over.
300 gems and still +13. How many @#$%in gems will it cost to hit +15? A @#$% of a lot more than what it sells for.
See, so much fun!
TET is waiting just around the corner.
Green/blue failed 6/8 times from +5 to +15 for me.
Manos Gatherers at +15, tool tip says 30% to PRI. 21 fails in a row. If that 30% is accurate, the odds of that are about one in 17 trillion.
That source seems to be BS going from +15 to PRI.
Manos Life gear has no failstacks at+15.