bring back old lab enchants

oh hell no, this was absolutely horrible. Glove, boot and belt enchants were OK becaise their pool wasn't too large and getting that 10% res pen on boots wasn't that much of a big deal.

But helmet enchants? Sod off, i'm not going to take 1% (or less) chances in getting it myself doing terrible content. So i had to shell out currency for a base or a unique. Imagine playing with 90% res Heatshiver which is already a lot of divines, then trying to find one with an enchant.

Right now the pool of transfigured gems isn't too large and they are somewhat targetable, but with subsequent leagues adding more and more of them (this is clearly a system that will be expanded) we will need a currency for gems like regrading lens from Heist. Because farming your gem out of 200 is okay, farming it out of 1200 is not okay.
They were (most likely) removed for two reasons:

1) The new (alternative) gems have strong enough quality effects that those combined with the helmet enchantments would enable unnecessary power creep, so they removed parts of the player power to allow the gems to be overall stronger.

2) Lab grinding specific enchantments for your helmet resulted in ridiculous services in trade since doing it yourself for your build was ludacrious (and, due to that, basically non-existent in SSF). The new alternative gems are easier to farm and trade and can just be skipped if not specifically necessary for your build.

---------------------------------

While 1 doesn't have a solution that'd everyone like, 2 could be solved by simply introducing a currency item that adds a random enchantment (similar to the Eater/Exarch currency items). Make that item drop from whatever pinnacle boss, core league mechanic or add it to the global drop pool and voilà - problem solved.

Still, 1 is most likely the more important reason it got removed.
Last edited by PraceAce#2900 on Jan 17, 2024, 9:02:02 AM
I love the new system. I actually farmed the lab now. I can't remember the last time I ran the lab voluntarily prior to this league

The old one didn't really suit me for a couple reasons:

1) Enchants are gimmicky, a lot of times it's hard to get something useful and it's only one time. Hard to scale some of the enchants as well.

2) Refarming. Enchantments did not ever carry over so it was basically toss a random enchant and be prepared to refarm from scratch. Gems simply persist so even from normal/cruel lab you can actually get decent options

3) Niche. You needed to bring specific gear for the enchants, that's such a pain and they couldn't even be stored so if you get a great enchant but don't have an appropriate base or item, RIP and the whole slot is wasted.

4) No deterministic way to get a decent result without either farming a ton yourself or paying someone so to someone like me, it was very much inaccessible i.e. I never got to even have the helmet enchants and it wasn't worth it to try target farming anything else.

Advantages of the new one:

1) You actually gain something permanently useful from normal/cruel lab, not something useless that basically gets tossed onto some random gear and then gets trashed.

2) Built in GCP, raised one of my gems by 15% in one go. That was very nice, getting that amount of currency starting off the league would be very annoying usually. Just run the lab 5 times and you can probably get a gem up to 20%.

3) Reusability: gems persist. They aren't bound to specific items so no matter what, you don't really need to prepare much for going to the lab, just bring something sacrificable, something to raise the quality of, and something that could be broken down for experience.

4) Fun experience of randomly changing a gem and you get 3 potential results. Sure it's not allowing specific targeting, but if you get lucky you can get something usable, sell worthy or something that inspires you to make another character
"
Slicer9875 wrote:
Advantages of the new one:

1) You actually gain something permanently useful from normal/cruel lab, not something useless that basically gets tossed onto some random gear and then gets trashed.

2) Built in GCP, raised one of my gems by 15% in one go. That was very nice, getting that amount of currency starting off the league would be very annoying usually. Just run the lab 5 times and you can probably get a gem up to 20%.

3) Reusability: gems persist. They aren't bound to specific items so no matter what, you don't really need to prepare much for going to the lab, just bring something sacrificable, something to raise the quality of, and something that could be broken down for experience.

4) Fun experience of randomly changing a gem and you get 3 potential results. Sure it's not allowing specific targeting, but if you get lucky you can get something usable, sell worthy or something that inspires you to make another character


Totally agree with #1: it is pretty nice that every lab is pretty much guaranteed to give you something immediately useable.

However, #2 is a problem: BECAUSE this exists in the lab now, GCP drops have been drastically reduced. And while GGG said it was due to the power increase of quality, they removed the lvl 20 to lvl 1, 20% recipe in part because of these options in the lab. This leads to an overall DROP in actual GCP availability and usage as well as quality gems, forcing players who don't want to run the lab....to run the lab just for quality.

#3 and #4 are basically meaningless to me personally. I don't think any change in the lab has made gems any more or less "reusable" than they were prior to the change. You could trade them or sacrifice them for GCP, OR sacrifice them for lens via harvest. It's all the same, except now its locked in the lab. And MORE rng isn't really "fun", especially when you are going into the lab for a single specific result that you might not get. If anything, its more rage inducing than a fun experience.
Last edited by jsuslak313#7615 on Jan 17, 2024, 10:54:26 AM
"
jsuslak313 wrote:
"
Slicer9875 wrote:
Advantages of the new one:

1) You actually gain something permanently useful from normal/cruel lab, not something useless that basically gets tossed onto some random gear and then gets trashed.

2) Built in GCP, raised one of my gems by 15% in one go. That was very nice, getting that amount of currency starting off the league would be very annoying usually. Just run the lab 5 times and you can probably get a gem up to 20%.

3) Reusability: gems persist. They aren't bound to specific items so no matter what, you don't really need to prepare much for going to the lab, just bring something sacrificable, something to raise the quality of, and something that could be broken down for experience.

4) Fun experience of randomly changing a gem and you get 3 potential results. Sure it's not allowing specific targeting, but if you get lucky you can get something usable, sell worthy or something that inspires you to make another character


Totally agree with #1: it is pretty nice that every lab is pretty much guaranteed to give you something immediately useable.

However, #2 is a problem: BECAUSE this exists in the lab now, GCP drops have been drastically reduced. And while GGG said it was due to the power increase of quality, they removed the lvl 20 to lvl 1, 20% recipe in part because of these options in the lab. This leads to an overall DROP in actual GCP availability and usage as well as quality gems, forcing players who don't want to run the lab....to run the lab just for quality.

#3 and #4 are basically meaningless to me personally. I don't think any change in the lab has made gems any more or less "reusable" than they were prior to the change. You could trade them or sacrifice them for GCP, OR sacrifice them for lens via harvest. It's all the same, except now its locked in the lab. And MORE rng isn't really "fun", especially when you are going into the lab for a single specific result that you might not get. If anything, its more rage inducing than a fun experience.


4 is fair if you truly are targeting a specific gem, but I would not say it's worse than before, it's pretty much the same except it's easier to prepare. I would say it's slightly less frustrating because now instead of having 2 layers of rng: 1) Item 2) Enchant you only have 1) Enchant.

For point 3, what I mean is that once you get the gem, you have the gem. Even if you perform gear upgrades, you don't need to refarm the enchant from scratch. Obviously you will need to refarm if you brick the gem, but just doing regular gear upgrades is not going to brick your enchant from the lab.
I guess....but thats always been true of gems. This particular system "change" didn't really create that effect.

I'm thinking more in terms of what this new system enabled that did NOT exist prior to the system, and how it holds up. Of course, transfigured gems are brand new so there is that. But to gate an actual skill behind RNG is a new level of frustration. To be fair though, alt q gems were also gated behind rng but they were overall less build-enabling.

The quality thing, the permanence of gems, existed prior to this new system and, imo, were BETTER before this system because of the accompanying drop nerfs and recipe changes.


It's rather hard to say Gem Enchanting is "better" than Helm enchanting because of permanence, due to the fact that helmet enchanting had a completely different goal and was ONLY available in the lab.
Last edited by jsuslak313#7615 on Jan 17, 2024, 11:22:10 AM
If we get a significant number more gems then maybe GGG can weight the outcomes a little based on the input gem, make the outcome more likely to have similar tags.

Otherwise I like this system a lot more. I miss glove enchantments because they were neat to mix into a build, but they competed too much with helm enchants for availability. Maybe there can be another new piece of content added that adds neat triggered effects to gloves.
I hated farming lab enchants to be honest. The transfigured gems feels a lot better to me at least for now. When we get more gems and the chance to get the gem you want gets worse its going to feel terrible again.

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