Missing Rewards, The Need for Structured Wand and Staff Progression
From a design perspective, melee weapon progression is clearly structured. Guaranteed NAMED drops from bosses, quests, and key chests ensure melee players always have access to zone-appropriate upgrades. This creates a smooth, rewarding gameplay loop that supports consistent scaling and player engagement.
In contrast, staff and wand progression lacks that same structure. Aside from the Serpent Staff, there are no guaranteed sources for early or mid-game caster weapons. Players are often forced to reload chests to stay competitive, which breaks pacing and leave a "unsupported" feeling for magic-focused builds.
Worse, major quest and bosses consistently reward melee gear, it creates a disconnect for magic players. You did the quest for no reward braking the gameplay loop for casters. To support class parity and maintain player satisfaction, the game would benefit from implementing a comparable distribution of wands and staffs throughout each zone.
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28 Aug, '25
PaulJHighlighted comment
This whole issue can be avoided by moving away from making gear available from drops or chests. We should be getting materials from those, maybe socketable items and even crafting modifiers. Then we get the baseline quality recipes from NPCs as quests, and the rarer epic and legendary recipes as rare loot.
This way there'd be no incentive to speedrun high level areas (example: finding gold ore at level 1 will be meaningless since you won't have a recipe or crafting station that can use it), all weapon types will be equally available since the NPCs offer them, and there is still plenty of incentive to go looting since you can still obtain rare materials and crafting components.
Enshrouded should really focus on the crafting aspect instead of copying looter RPGs. You can too easily skip a lot of content and ruin pacing for yourself by farming high level chests.