The goal was to make harder to acquire clothes better for gilding, right?
Before: if there is a slot - I can fail at getting a new one, but I can be sure I'll get the gilding inserted at the very least.
New system: I can fail all the same AND I can lose the gilding if there are more than 1 slots(so higher level clothes)
How is the new system better?
Why is there a chance to fail the gilding I'm using?
Why is it higher the more slots there are(the better the clothing is)?
Some examples:
1. My resources are limited, trying to slot dex+sewing, I can do bark shirt with 1 slot and a 100% chance I'll get the clothing with bonuses or I could use a hemp shirt, a better one with 2 slots. I used hemp, it failed, I lose the gilding and now I've got pretty much the same bark shit with 1 slot but with extra steps and lost resources. I then tried again on a new one and it actually crit! Yay! Yay...? I've got 2 slots open but now if it doesn't crit the chance of not losing the gilding and the slot is now only 33%. Wtf?
2. I've got some 3 slotted item, I slot 4th and it crits!
In the old system - nice, I know I will have 5 gildings, I bring out my ultra rare shit and add it as a cherry on top! Hah! It might not open the new slot with it's 4% chance, yeah, but 5 is nice enough.
In the new system - well, did I really get a new slot? Not exactly. My ultra rare shit will have 4% chance to crit since attributes still exist(hello 22 pairs of different boots with agility, nice balance), but now when it fails to crit it will have to roll another dice, 20% chance to actually slot it. And if it doesn't - it's lost.
How about you give us the "failed to rescue" gilding back? Why is there an extra layer of randomness now, is it really needed? There's no improvement, it's straight up much more random than before and we lose gildings now.


