Gairnulf Posted February 12, 2016 Posted February 12, 2016 I've always wondered this, but never asked. Has it ever been answered? It feels weird. A Custom Editor for Deadfire's Data:
Ineth Posted February 12, 2016 Posted February 12, 2016 Because the fans of the Godlike races would complain too much? 1 "Some ideas are so stupid that only an intellectual could believe them." -- attributed to George Orwell
Sedrefilos Posted February 12, 2016 Posted February 12, 2016 Because magic applied to headgear interferes with the brain cells of the wearer with an approximately 78% chance of causing permenent brain damage, thus reducing the character's intellect and resolve by 26 to 89 (yes, you read well - 89!) points. Therefore, enchanted headgear is banned Eorawide. 2
Wolken3156 Posted February 12, 2016 Posted February 12, 2016 There's actually a lot of really powerful hats now. For example, in 3.0 the old Hermit's Cap that used to give +1 Might has been changed to a hat that boosts Intelligence by +2 and makes you immune to Confuse!
Gairnulf Posted February 13, 2016 Author Posted February 13, 2016 (edited) That's not what I'm asking. Anyway, Josh answered my question in the twitch stream: Mostly just because if we start having... there's nothing that expressly prohibits enchanting helms, it's just that we didn't make recipes for them. Because we wanted to restrict it to armor, specifically, weapons and shields, just because there's a lot of stuff to maintain, once we start opening up every other slot to being enchanted. That's the main reason why, although in the future we might expand that more because I think that we'd used the recipe system and enchantment system enough, that would be very easy to expand. So, it's mostly just a matter of time and not wanting to have like a thousand recipes for every different slot. I'm glad that the answer is that it was due to development time limitations, and it wasn't balance-related. I really think all types of wearable gear should be enchantable, without stacking of bonuses. However this will most probably necessitate a rebalancing of the possible enchantments, to prevent people from upping their stats so much that the game stops posing a challenge. Being able to enchant gloves, boots, hats may open opportunities for players to build suits of armor, which some may find fun to do. I wish for PoE to have a revised crafting and enchantment system, where NPCs are doing the enchanting for the player, instead of it being available anywhere, anytime, through an interface. I can provide solid though longer-winded reasoning for that Edited February 13, 2016 by Gairnulf A Custom Editor for Deadfire's Data:
tinysalamander Posted February 13, 2016 Posted February 13, 2016 I can provide solid though longer-winded reasoning for that Is “love of loading screens” one of then? 1 Pillars of Bugothas
Gairnulf Posted February 13, 2016 Author Posted February 13, 2016 No. And by extension of this logic, you get the least amount of loading screens when you don't play at all. A Custom Editor for Deadfire's Data:
MaxQuest Posted February 14, 2016 Posted February 14, 2016 I am thinking it would be nice to be able to move enchants from one item to another. (ofc only if it is from the same slot) Otherwise it's just /HelmetVisibility False PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Gairnulf Posted February 14, 2016 Author Posted February 14, 2016 If that was possible, I would, for instance, only cast fire lash once and move it between weapons every time I find a better weapon. A Custom Editor for Deadfire's Data:
MaxQuest Posted February 14, 2016 Posted February 14, 2016 (edited) Who told that it would be for free? It could cost double, or even more. A feature for those who want to transfer useful enchants to other items for the looks. Also something to spend that endgame money on. Edited February 14, 2016 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Rosveen Posted February 15, 2016 Posted February 15, 2016 Who told that it would be for free? It could cost double, or even more. A feature for those who want to transfer useful enchants to other items for the looks. Also something to spend that endgame money on. Why would anyone transfer an enchant for double the price when they could enchant the regular way for standard price instead?
Heijoushin Posted February 15, 2016 Posted February 15, 2016 Yeah... the thing with hats is, a lot of them look cheesy. Would love to be able to enchant the more cool looking helmets. Here's hoping for POE2.
Skladzien Posted February 15, 2016 Posted February 15, 2016 It is true that a lot of hats look cheesy, i only use Hoods (sad that there is only one Footpad) and sometimes Stag Helms (mainly on druid/hunter). If there was possibility tomove enchantments and enchant helmets i could still use hoods but with nice enchantments (like +2 Intellect from Ram Helmet). "Each event is preceded by Prophecy. But without the hero, there is no Event." -Zurin Arctus, the Underking
MaxQuest Posted February 15, 2016 Posted February 15, 2016 (edited) Who told that it would be for free? It could cost double, or even more. A feature for those who want to transfer useful enchants to other items for the looks. Also something to spend that endgame money on. Why would anyone transfer an enchant for double the price when they could enchant the regular way for standard price instead? For two possible reasons. Looks and utility: - example 1 (looks): you have found a nice full helm with the stats you need, but it doesn't really look well with the robe of your character. (and same with cloaks) - example 2 (utility): you have found Aila Braccia, but you'd like a large shield with those enchants instead. Edited February 15, 2016 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
scottii Posted February 15, 2016 Posted February 15, 2016 better question. why can rings, belts, boots, cloaks, and amulets be enchanted? even better question, why is there no disenchanting? unique items shouldn't couldn't. Gaming is meant to be fun. http://gamingwithscottii.blogspot.com/
anameforobsidian Posted February 15, 2016 Posted February 15, 2016 I kinda like it the way it is. Honestly, I would like enchanting a little more restricted, like having specific vendors do it or having enchants as recipes you discover. There are some good unique weapons, but most players roll up an excellent flaming sword and think it's equivalent.
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