Suggested Change to Lab & Enchants

I've had this idea for awhile but the changes to Sextants in 3.17 made me realize that it really is a possibility and I think overall the community would appreciate the change.

The idea: Sextant modifiers are now able to be itemized into a Surveyor's Compass, allowing the sextant modifier to be saved for later, or traded to another player. What if Enchants received the same treatment?

The reasoning behind the change: Enchants are random, and overall, getting the non-helm enchants isn't too bad because the pool isn't as densely populated. With the amount of active skills in the game, if you were to craft your own item, or even purchase a non-enchanted helmet, getting your enchant could take tons of runs.

How I could see the change working: Currently, you finish the lab, there is stash access in the room with the Altar of Ascendancy, chest, and Divine Font (Enchant spot). Throughout the Labyrinth, Izaro isn't necessarily our "enemy" but rather is challenging us to prove ourselves, so maybe after completing the Labyrinth, Izaro appears in the reward room to congratulate the Exile but also offers a "Purchase" option which includes the item(s) for storing enchants at a cost similar to the Surveyor's Compass (1 chaos). The item would be placed into the Divine Font, similar to a gear piece, and the desired enchant would be applied. The item, once enchanted, would then show the name of the enchant, item level/level requirements for the enchant (so that if it's applied to low-level gear, you know it will cause the item to require X level to equip), what slot the enchant is for, etc.

The benefits I could see with this change:Players who enjoy running labyrinth would have a way to itemize their enchants and use for later on other characters (SSF players for example), or sell to other players. Players such as myself, who normally only run labyrinth to get my Ascendancy points, would have an opportunity to itemize random enchants they might find and more easily sell if not applicable to my build, or simply purchase useful enchants from other players and apply it to the gear I want to apply it to, rather than having to run it through myself and hope RNGesus blesses me, or find/pay for an enchant service from another player that has a good reputation so I don't get scammed.
Last bumped on Mar 10, 2022, 9:43:40 PM
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You seem to be under the mistaken assumption that GGG want it to be easier for players to get our helmet enchantment of choice.

They do not.

What you see as a problem to be solved is a deliberate design choice made to compensate for the amount of power a T1 helmet enchant can provide. If helmet enchantments were made easier to obtain, they would have their power cut dramatically and the best enchants would become even rarer than they already are.
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ARealLifeCaribbeanPirate wrote:
You seem to be under the mistaken assumption that GGG want it to be easier for players to get our helmet enchantment of choice.

They do not.

What you see as a problem to be solved is a deliberate design choice made to compensate for the amount of power a T1 helmet enchant can provide. If helmet enchantments were made easier to obtain, they would have their power cut dramatically and the best enchants would become even rarer than they already are.


How would I not get this impression? Just this update they made it easier for players to get the mods they want onto an item. Adding many of the previously influence-exclusive modifiers to the normal mod-pool, adding several crafting items making it significantly easier to target craft, especially in combination with the other methods of crafting, such as fossils, harvest, etc.

Adding the ability to itemize enchants would simply allow players to craft the items they want to craft, without having to play content they don't want to play, while allowing the players that want to play that content, to benefit from doing so by selling me enchants. It's not much different than people just selling bases with enchants on it, then people crafting on it. It just allows me to craft first, then apply the enchant without having to spend countless hours in the labyrinth beating my head against a wall of RNG (someone else would do that part for me, without having to use a service thread), after beating it against 4 other walls of RNG, with RNG insulation.
You quote my post, but you do not understand it.

The layer of grind and RNG between players and having their enchant of choice on their helm of choice is there by design. Helmet enchantments are exactly as easy to get as GGG wants them to be, so any suggestion about "how it could be easier" is coming from a fundamentally flawed preconception.

Of course it could be easier. That's the entire point?
Last edited by ARealLifeCaribbeanPirate#2605 on Mar 10, 2022, 9:06:31 PM
I do understand it, perfectly fine.

Influence items will be my example again. When originally added, by design, the influence-exclusive modifiers were influence-exclusive, by design. Now they're not, because GGG decided to make the change things. Which they do often.

Does the Enchant system as it is work? Yes. Could it still work if they changed it? Yes. Would things be different? Yes.

It isn't about it being "easier" to get. It's accessibility. The % chances wouldn't change. I don't want to be able to say "I want XYZ helm enchant when I run lab" I want the people who LIKE to run lab, to be able to SELL me XYZ Helm Enchant because they enjoy running the content and I don't.

In reality, it's not much different than someone simply getting XYZ item base, and enchanting it, then selling the enchanted base item. The only difference is, instead of having a base item, they have a placeholder that I can choose where to put it. Not sure how that's "easier". Just changes the order of how things would be done.

Currently, I can go buy base item, craft on it, and enchant it by running lab however many times it takes. Or I can buy the enchanted base, then craft on it.
It really doesn't change much, since I'm not talking about changing rates of getting enchants, # of enchants you can get per run, or anything of that sort. Just takes the "Let me slap this enchant on this i84 Hubris Circlet until it's a good one" and changes it to "Let me slap an enchant on this [placeholder item] until it's a good one".

End all be all, it was an idea I had awhile back. Started playing again this league, saw Surveyor's Compass, thought "Hmm. That's similar to the idea I had." and threw together the post. Because in reality, unless GGG thinks it's a good idea, it's not going to happen. Idk if anyone else has suggested something similar or not, so on the chance nobody has, now it's out there. Plus, it's just an idea. There's obviously logistics beyond my tiny brain that would have to be figured out.
Helmet enchants are as powerful or more than some support gems, The improvements made to lab farming since its inception have been wonderful and I'm just curious were you around before we could select from basically 5 enchants every run?

This is basically paradise already and if its not good enough yet? well you can always buy your helmet with the enchant you want and craft on it yourself :D

Edit: not trying to be a naysayer here, just tossing in my pov.
Innocence forgives you
Last edited by SilentSymphony#3358 on Mar 10, 2022, 10:01:47 PM

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