This system seems to be a whole big flaw.
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The enchanting cost of new gear is lower than the enchanting cost of Guardian gear.
New gear can be upgraded faster, with fewer hurdles, so that more players can upgrade their gear without all the stress.
And then
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But it will still be difficult to enchant gear above the specified level, as it can result in item level drop, or even damaging of the item.
This is just like current pvp equip but with more enchantments, right?
So it is going to cost bucks anyway, adding the stress not only of failing it, but even lower the level/damaging it compared to current pve equip.
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The coefficient of skills and Physical/Magic resistance changes the player’s DPS.
Such features can be useful when players are focused on dungeons
This.
Leaving aside the fact that bonuses are random and cannot be changed, the fact that bosses have focused physical or magical resistance will lead to 2 things:
-1st: to do more damage, we'll probably need a double set (so more rng and gold); the HO "neutral" set will be pretty munch useless anyway since a focused set will be more effective; this means more gold;
-2nd: from what I remember, every skill has physical or magical atribute with dmg modifier; I suppose that some classes will be full physical/magical and other will be mixed, and I fear that, for some dungeons, only some dps will be requested.
So, what I feel about this system is just more stress, more rng, more discrimination, more gold.