Item Awakening:
Currently, it would gives random stat after completion. It also consumes a potential.
Problem:
- There is a huge selection of possible enhancement stats from Awakening which a majority would be irrelevant to the item. The value given is also random making a second layer of RNG based behavior.
- Unlike RNG loot where one may repeat as many times as it needs, Awakening consume potential and limited to an amount of tries.
- Do note that player already invested a character into a crafting class including the skill points assigned into such skill.
Suggestion:
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Make subset of stat type available when sacrifice GEM/item as material. Example: Using a blue gem as sacrificial item would make sure the awakening stat is within the subset of (int, matk, sp, ice sttribute damage, etc)
This would keep certain RNG for uniqueness/personalized, yet eliminate frustration of irrelevant stat.
If no sacrifice been offered, the current random stat type would apply -
Make the stat point (+N) based on performance in the item dungeon. Example: Clearing the dungeon faster would yield better bonus.
This would make leveling Item Awakening skill very important even for low level items. This also would gives the sensation of fairness as of how much it would reward the player for the effort.
This may also change the dungeon into a tower defense like game to better measure the performance.