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Tired or trying enchant and fail
I am sooo tired of trying enchant and fail sooo many times this has to end lol why not just put a cap to failures for players like me with the worst luck ever
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Comments
welp, better shut the forums down then.
The thing is, I kind of agree with OP even for the mid tier gear like Dreadnaught. ~30 or more attempts to get the friggin thing to +9, and then I might as well light 30 BES on fire for a campfire since I'll get more use out of it that way than in the 30 I threw away each time I tried upgrading my weapon and chest for two of my chars and came out with nothing.
In a western-oriented Tera, one could imagine the enchanting system being something far different from Korea's addiction to RNG slot machines. For example, I could see an enchanting system somewhat akin to this:
No more RNG is involved, only static values remain. Simply put, if you have the materials, you get the enchantment.
Dreadnaught Weapon:
+1 to +3: 24 T8 Feedstock, 16 T8 Alkahest per level of enchanting
+4 to +6: 96 T8 Feedstock, 64 T8 Alkahest per level of enchanting
+7 to +9: 192 T8 Feedstock, 128 T8 Alkahest per level of enchanting
Masterwork:
Requires +9 to Masterwork
Uses 30 T8 MES, 30 Intricate ID Scrolls to Masterwork
Alternatively uses 15 BES/IID or 1 NES/IID to Masterwork
** This should preserve the value of BES/NES so that the need to purchase them from the store to supply the market remains. **
+10: 300 T8 Feedstock, 64 MWA - Reduced Alk required by 20% w/Extensive alk, 35% w/Premium
+11: 500 T8 Feedstock, 128 MWA - Reduced Alk required by 20% w/Extensive alk, 35% w/Premium
+12: 750 T8 Feedstock, 256 MWA - Reduced Alk required by 20% w/Extensive alk, 35% w/Premium
** This would hopefully preserve the value of Premium Alks, while increasing the value of Extensive at the same time. **
In the end this would come down to needing:
- 2486 T8 Feedstock
- 624 T8 Alkahest
- 30 T8 MES, 30 IID Scrolls
- 448 MWA
It's still going to take you quite a bit of grinding to get up to that +12 weapon, and of course, Armor, Boots, and Gloves are going to require comparatively less Feedstock and Alks to enchant. Weapons have always been the most costly thing to upgrade, and while I know that some are going to argue that this system is dumb, that enchanting is fine the way it is - I'm betting a lot of people, given the choice, would go with this system over yet another slot machine mechanic.
Yes, I know, older/wealthier players with hundreds of thousands of Feedstock/MWA are going to be able to instantly +12 their gear. The thing is, they already are able to, so nothing there changes. What this system would do, ideally, is preserve a grind mentality, but removes the RNG factor and let people know that every second of work they put into getting Feedstock, and gold for Alks, or MWA, is put to good use, and not and endless wave of, "Failed! Failed! Failed! Failed! Failed! Failed! Failed! Failed! Failed! Failed! Failed! Failed! Failed!"
This benefits the new player, giving them a steady incline of progression, rather than, "Well if RNGeezus is in a good mood today, you can +12 your gear. If not, say goodbye to two weeks of farming!"
I would be money that this game losing potential customers due to the over-utilization of RNG. I'm betting if they removed RNG from the progression up until Awakened Enchanting, then EME/BHS would bleed less newcomers that leave because of the way upgrading gear in this game works.
I came from maplestory, a game where if you failed to enchant an item it could explode. So I can see where that other guy is coming from, who's telling people not to complain. But this system could easily be improved. Without elite (I'm not buying it until the new content hits), I'm stuck saving up vg credits all week to get mwa boxes, and in the end I get enough for a handful of attempts. Then they all fail, because of course they do, and for all that work there's no sense of progression since the next attempt will have the same chance of failure as the last.
RNG is a pervasive force in this game and that, combined with scarcity (you can only do X dungeons a day, you only get X drops from the boss and you all loot for it, you only get 6 vanguards per day, etc. etc.) has created a community full of caustic and bitter people who are intolerant of mistakes, or fun, or of trying anything new and different. Changing things up a bit in this regard would be a positive thing for the community. If everyone didn't feel so bitter over bad luck, the community would feel it as a whole.
I guess if you live in a first world country you can't complain about anything then.
Just because it's not as bad as it could be doesn't mean it's not bad.
Depends on what you do (if you AFK then yes, you don't need gear). Even the solo stuff benefits from making your gear +12, and getting to +12 isn't too bad.
okay cool I don't afk so stocking up on enchanting stuff I will be doing now. Thanks for advice.