The idea of putting a cap to enhancing at +40, while setting the success chance at 51%, is plainly speaking ridiculous. Sooner or later there will be people running around with +20~+30 weapons, just like we’ve seen a few players do it already in the recent CBT tests.
This will happen while the majority of us will be screwed by RNG over and over again and struggle to obtain anything close to +15. It’s a major flaw of the game if the luck factor creates such big discrepancies in weapon’s power. I wouldn’t mind if there was one or two extremely lucky people running around with +16 weapon, with the chance of going from +15 to +16 being 1% or lower, and each fail resulting in going back from +15 into +14. This wouldn’t be as game-breaking as it is with a success rate of 51% for each successive upgrade above +15.
Before someone comes and says: “but imagine flipping a coin 7 times and winning 7 times in a row, that’s less than 1%”. That’s still WAY easier to do than rolling a 100-sided dice ONCE and winning. Why? You’re allowed to fail one, or twice, or even over 10 (!!!) times when upgrading weapons. Yes, some of the end-game weapons come with 12 or even more potential. Let me use a practical example.
Your weapon is +10 already with 8 potential remaining. This is not hard to imagine - a weapon can come with 12 or more potential at the start, and upgrading from +0 to +8 usually goes without a single fail.
So, you have a +10 weapon with 8 potential. If you want to achieve +20, you need 10 more “success” than “fails”. So basically you need 18 “success” in 26 coin tosses. The chance of that happening is almost 5%.
So, out of 100 people trying to get +20, five of those people will succeed and have a +20 weapon.
This will create a major discrepancy in power between players. Luck shouldn’t play such a major role here.
I would have nothing against “lucky players” if the 5% of people would have one more enchant level than the rest - but setting the success rate at 51% will create much too big power discrepancies between the lucky and the not-so-lucky people.
INB4 someone says “MMORPG need RNG to survive, go play a different game”. I don’t approve of this viewpoint. Why must MMORPG continue with this madness? I’ve played way too many games where I would put hundreds of gameplay hours into the ridiculous RNG nonsense, and still NEVER SUCCEED, while some people could get “lucky” and achieve something in a matter of 10 or less hours.
Why do MMORPG need to keep this RNG nonsense to keep players motivate to play more? Why can’t they make a system that rewards those who put in effort and hard work, rather than relying on stupid RNG systems and pray to be lucky this time?
I quit so many great MMORPG over the years just because I was stabbed behind by RNG over, and over, and over again. I wasted countless hours struggling against RNG and hoping that one day game developers would try to do something different and reward players for effort and hours put into playing a game, rather than choosing the rotten ways of RNG hell. Why must the madness continue?
As it goes, I will not support further any MMORPG developer who uses cheap RNG tactics to keep people from “losing interest in a game”. If players are forced to grind for XYZ hours anyway, why not stop using RNG as a drive method to keep people grinding, but simply make them exchange items or whatever obtained during those XYZ hours spent in the game for a 100% chance of achieving the goal? It’s a much better solution than teasing players with a small chance of instant gratification. I don’t have any interest in relying on RNG methods anymore.

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