Specific Helmet Enchants you want are too difficult to obtain
Hi,
I am sure this has been posted a numerous times, I just wanted to mention it again. There is nothing wrong with putting in a random helmet base and enchant > get reward often enough. But if you already have a helmet that's perfect for you and want to get exactly a specific skill enchant, it is literally impossible to do so in a temporary league for a normal player (if you don't do lab runs every day 24/7). Please try to get a workaround for this problem, like get 4-5 tries if you enchant the same helmet, or get the choice of which sub-enchant you wanna take when you roll for a skill, or make the enchants you get from a lab run a currency item "Enchantement Orb" which you can sell ... then you can at least force your enchant by buying those orbs from other players. The way it currently is, it is just far too difficult to get a specific enchant on your own helmet! Dernière édition par daish0#3486, le 9 janv. 2018 à 01:11:36 Dernier bump le 10 janv. 2018 à 00:41:46
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" That's the idea, it's designed and balanced around trading. You're not meant to get your own enchant, GGG wants you to buy it from other players. 177
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1) Add a new uber lab only drop "Vessel of Enchantment"
2) In order to "charge" the vessel, you need to throw 10 (or 20, or 30, or 50 even) uber enchants into it 3) vendor recipe with a "Charged Vessel of Enchantment" and a level 21 skill gem to get a "Charged Vessel of Enchantment - Skill X" 4) Use item to apply a random enchantment of that skill to helm |
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This is the whole purpose of solo self found. You do this to put extra challenge on yourself. (time)
If you want the specific enchant (which is never necessary) then you'll have to work for it. I don't see any problem with the current state of enchants. |
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The only issue with the arguments i see here is that well... ggg has to keep diluting the pool as they add more skills.
enchanting should be a chore since it is pure power creep. but honestly we are at a point where we have so many mods that they legitimately could be separated by attack type (and properly weighted to make the good enchants rare) and i feel things would be fine. |
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" It is pure power creep, absolutely, but some of these enchantments, once you've played with them it's very hard to stand playing without them. Just two examples, Arc +x chain enchant and Tornado Shot secondary +proj enchant. Both of these are very powerful enchants, no doubt, but going back and playing TS without the enchant is for me almost impossible, as well as the price on this fracking enchant is absurd on AHC, want a Devoto's with it, 400c, other helms start at 300c. And in the current state of the game with the amount of mobs you get in maps, Arc has to few chains in it's base. There are quite a few skills where the enchants aren't needed or particularly useful as well, they might be good or decent, but not near power creep at all. 12% Radius on Reave? Sure, it's fine. What I personally would like to see, especially for these more "mandatory" enchants, there are quite a few of them IMO, is to either bake them into threshold jewels and release a bunch of those instead of releasing a few here and there, or to bake a part of the enchants into the skill itself while nerfing the enchant. An example of what I mean, in the case of TS, add 1 secondary proj to the base of the skill itself at level x, say somewhere between 16-20 and than remove 1 secondary proj from the helm enchant so that it only gives one. Same goes for Arc, give it another two jumps as a base, put 2 on the helmet. |
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Exactly, I made this post now because I run my 100 labs this weekend and still not got my enchant, even though I used Twice Enchant prophecy on the last ~30 runs and most of the time also got Twice Enchant via Darkshrine (~2.75 enchants per run on average).
Still no luck. Well ... with the chance on a specific enchant and that much variety this is not surprising. But this is a real problem, if you want to go for a specific enchant and cannot change helmet. For example, my previous build was Tornado Shot with Doedre's Scorn helmet, you can guess how much of those are available. Now you can argue that they are not necessary. But some of them really add a lot of quality to a build (see Tornado Shot), or are just too strong to not have (Barrage). Luckily you get those on a lot of helmets as they are popular ... but what do you do when you have to get one that is NOT popular and then on a specific helmet that you want for your build? Well ... you're out of luck. I have no problem with grind. But in this specific case it is just too much. |
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" Unfort. the enchants really just encourage people to do popular bases so they have a better chance at getting something that will sell. Because you want something on a helm likely no one will enchant aside from you, you are limiting yourself on what you can get as a result. Once upon a time I supported a weighted roll on it, so you can make it a "red based one, ect" but honestly the game has added a significant amount of power pretty much every patch, so having this one thing be something you interact or grind significantly for is fine with me. For anyone mentioning or thinking of mentioning SSF, the point of creating SSF wasn't to change the main game at all because of the exsistance of SSF, the point of it was to create an environment where you compete against players that don't trade or party, not to create an easy (er) mode. So SSF shouldn't be an argument for changing anything, except if it has little to no impact on the economy leagues. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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You think meta's bad in trade leagues? In SSF, you have a pick a build that does everything, with no specific gear, with no specific enchants. So pretty much what OP said, it's rough out there.
SSF BTW |
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" The problem is they shouldn’t have made those enchants to begin with. If they had stuck to simple increased damage enchants, it would be perfectly fine because no enchant would feel mandatory. It’s dumb to make something so hard to obtain feel mandatory for X skill. |
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