16.1 gilding RNG feels bad, even when you "win"

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: 16.1 gilding RNG feels bad, even when you "win"

Postby loleznub » Tue Jan 20, 2026 10:55 am

Overall, the change is very good.

What now needs to be worked on is the gilding attributes for items and their % chance to succeed.

The fact the meteor rings have the literal worst chance to succeed gildings for the gems you want makes no sense - them having 8 slots is a detriment as it lowers the chance to succeed... Why is the meta to tailor a ruby for guarantee, then throw random gems in hoping the ring fails to increase the rescue chance? The only alternative is to gather 10-15 jotun brilliant gems (or whatever cut you need) and then yolo on the base chance.

Replacing the needles effect from beaver dungeon, or the singing with magic to instead of opening a new slot to simply applying the tailor guaranteed 100% chance would be more useful. (With the singing cost changed to be the number of times an item has been sung instead of number of items slotted already)
loleznub
 
Posts: 740
Joined: Sat Sep 14, 2013 4:26 am

Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Keiriku » Tue Jan 20, 2026 1:25 pm

^ +1

Rings gilding attributes/chances need a touch, dex/const gilding attributes on non-ring items is questionable
Image
User avatar
Keiriku
 
Posts: 72
Joined: Mon Jun 18, 2012 9:03 pm

Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Hasta » Tue Jan 20, 2026 7:51 pm

Ah, the nolifers community diverted their venerable snouts from their bot-filled troughs for a mere moment to blurt out their Valuable Input that should definitely be the shining beacon for devs to orient themselves by.
User avatar
Hasta
 
Posts: 2111
Joined: Sun Sep 14, 2014 3:27 pm

Re: 16.1 gilding RNG feels bad, even when you "win"

Postby maze » Tue Jan 20, 2026 8:18 pm

I remain with my first post (the 2nd post on this topic) but with addition.

The system is nearly additional to to the old system, none of the stats were changed and the gilding chances are still based on your stats.
The new system is purely on the "slots", succeed, rescued and failed, what you can ignore mostly if you have max stats + tailor.
In fact the new system allows you to force "non matching" gilding into your items without risk, benefiting those who smash high tier gildings into items, what makes this insanely powerful if you're willing to waste the resources.
This is the "new meta" for gilding slots.
item has 4 gilding slots, smash 3 non-matching gild into it with a 50% chance to get the first one in (or 100% with tailor). Gambling is real. The 4th item you start your normal gilding to then go on the matching spree of getting everything possible onto it.

NOW I want to point out this is to mid/max gear, the feel bad moment is when you're trying to make basic gear with the correct gildings.
What I propose is rescue slots (for when you have a slot) should have 100% rescue for gear that has matching attributes (survival gild and survival clothing), up until you used all the slots.
Non matching slots would retain the same rescue meta (1/2 for every gild already on the item and 0% once there is no slots left).
Administrator of CoS
game ideas
User avatar
maze
 
Posts: 2732
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: 16.1 gilding RNG feels bad, even when you "win"

Postby Hasta » Thu Jan 22, 2026 3:12 pm

"New" gilding system sucks balls. it's bad and punishing for no reason and without any benefit for the game'sa mechanics.

I'm tired of inventing new eloquent ways to describe my frustration so just FUCK OFF DEVS FOR FUCKING OVER THE GILDING SYSTEM.
User avatar
Hasta
 
Posts: 2111
Joined: Sun Sep 14, 2014 3:27 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Ahrefs [Bot], Claude [Bot], serVar161 and 60 guests