Hasta wrote:New gilding system is like cutting gems - when you get a cupboard of precious materials, sit down and press craft and after excruciating period of time you end up with barrels of assbutt garbage dust and totally not enough mildly usable results.
But with gilding you can't just press a button and craft a ton, you have to put time and effort into EVERY. SINGLE. GILDING. that just then goes "crackle" and vanishes, also ruining the gear you tried to improve. That makes it so much more idiotically frustrating.
It's a miss, guys. Back to the planning board, meanwhile get the old system back.
Its a miss only for this. There needs to be mechanically 3 hard changes to the system.
1) Do not punish success. Successes early on mean your chance of rescue falls, so you are basically incentivized to only success on your final gild.
2) Give players more options. Gild now or gild later? With the new system and tailor credo assuming you auto success your off-type gild guaranteed, then move on to gilding your on-type gilds, its still a flat % success, %rescue chance, with failure being minus slot AND destroyed gild. Give players a option to safely gild reducing or removing success chance and just choosing to "rescue". It is immensely frustrating to try and gild a Thane's ring with a good gem but isn't on-type and loose it, hurting your ring and loosing your gemstone.
3) Add another failure mode, spread out the losses. I would optionally consider having the failure and adding a critical failure or shatter. Make failures a majority chance and shatters a low chance or repurcussion of a higher gamble? Have a failure either destroy the gild or remove the slot, not both. When you fail for most items in my experience with the current meta, you just dump the item and restart. I recommend instead to have a small chance at a shatter doing both -1 gild slot and destroying the gild, while most cases of failure are either one or the other. This will make failures less punishing and reduce churn.
In the release of 16.1 jorb/loftar mentioned reducing item churn, i think this new system just incentivizes it. Bulk make items, bulk make gilds, brute force the odds. This is the opposite of the intended desire, and thus needs a real reevaluation. The new system has made for some really powerful gilds for me, but at the cost of having to redo gilds a dozen more times than average. My gear is better now than last world, but because I've had to churn way more resources to get it. When the system loves you, it loves you, but otherwise, it really doesn't.