Eternal Orbs

didn't found one in these 2 years, so fuck it.
nothing to care about
RIP Eternal Orbs!

So long and thx for all the shoes!

:)
AWESOME CHANGE!!!!!!!!! GJ GGG
Some people think this is crafting heaven. But remember that you still needed hundreds of eternals to craft one top tier mod, so an item could be worht hundreds of exalts just crafting it. How is that heaven?

And even if things are too good now, what people are approving is going in the exact opposite extreme (like it was before) - crafting hell. Many won't even remember how bad crafting was, even at ratios such as 20:1 alterations and 20c:1ex.

For this to be a change that isn't terrible, GGG would have to change how crafting works. Either introduce tier 2-3 mods into vendors and/or change mod dependancies on items. Example: if you have %ipd on an item, exalting it will give yhou higher chance to get a related mod such as flat phys. In addition, maybe a rework of how rare t1 mods are to craft with alterations, especially in light of the change of them adding a new T1 set of mods.

Without some sort of change, we're back to pointless chaos spamming and yoloexalting at the end of leagues "for the lols".
IGN: MyOtherRangerDied // DontBeStupidAndDieAgain // GenericSporkerWitch
https://google.com
Are you f****ng nuts? ^^

Why not remove the skill tree while you're ad it... >.>
Or the skill-gem and sockel/link system...

pff... no more eternals... what a joke... f***k the economy... what about crafting?
"
UHF wrote:
"
Chris wrote:
WSince then, the impact they've had on Path of Exile and its economy hasn't been what we initially intended.


Could someone please explain what the unintended result was, and why they needed to be removed? I feel like having more options for players, at both ends of the spectrum, are only a good thing.


Before eternal orbs (which ofc was also well before master crafting) if you had a good 4 or 5 property rare, really, the only option for improvement was to yolo exalt it (which was often done for good items). This, of course, usually resulted in a useless or near-useless affix being added (i.e., life regen or +8 armor etc), but the only things lost were the exalt itself and maybe some small resale value in being able to sell the item with the open slot (which still only had value because the BUYER could yolo exalt, think of it as similar to selling unid uniques with big ranges; not really losing anything by id'ing it, it more preyed on gambler's fallacy).

Important to note, most of the items being yolo exalted were items that dropped. Although crafting from scratch existed, it was VERY hit and miss, since once you alt spammed and regaled 3 good affixes you basically had to pray your 3 yolo exalts hit the jackpot. 2-3 bombed? All the alts, regals, and exalts you blew are gone, no matter how promising those 3 affixes were. Almost all the top end items were drops that either dropped as is or had 1-2 good affixes yolo exalted. Mirror worthy gear wasn't necessarily perfectly divined 6 t1 items.

Eternal Orbs were intended to give people a different option to perfect good drops aside from yolo exalting. You get a sick 5 property chest with one open affix? Well now, instead of yolo exalting and hoping for the best (and getting life regen), you could now save over time and guarantee that, eventually, you could actually get an affix that was good (and not life regen)!

What ACTUALLY happened is that 99.99% of the players stopped crafting in hopes of high end gear at all. Before they were introduced, if you got a sick 4 affix drop and got 2 decent yolo exalts, you hit the jackpot, maybe even producing mirror worthy gear. Now, however, the .01% had raised the odds; by bringing massive wealth to bear and crafting literally perfect items from scratch (not to mention the massive variations available due to eternaling at various points in the crafting process), the mirror worthy items of old just couldn't compare. Even IF you managed to get, say, a 4 t1 affix rare on a perfect base as a drop, it was best to sell it to someone who could afford to actually craft it to perfection, since yolo exalting it would ruin the potential that eternal exalting could eventually get from the item.

Even if you DID choose to yolo exalt something, it usually left a terrible taste in your mouth if you got anything less than perfection; whereas a lost exalt for life regen wasn't a great experience in the first place...originally, you only lost the exalt, and realistically, the item functionally WAS better with the life regen (or the 5% cold resist, or the +15 armor..), even if not by much. With the existence of eternals, even if YOU could not afford the process, you also had the opportunity cost of potential perfection ruined by the yolo exalt, so you ended up losing a lot more.
"
liquidSG wrote:

Without some sort of change, we're back to pointless chaos spamming and yoloexalting at the end of leagues "for the lols".


If we can avoid the creation of game breaking abominations like Glyph Mark and Loath bane who force the devs to balance the game around them I'm fine with that.
Last edited by IceDeal on Jul 5, 2015, 10:17:11 PM
Played since OB, 1 eternal drop

It's interesting to remember when eternals were first released. They had a drop rate between exalts and divines and were intended to "save 5links when going for 6links." How silly of them to think that.
The original Hillockfarms
RIP IHavSixLinkSearingTouch (73 dual incinerate templar) 8/11/2013
RIP TwoShavronnesOneFlask 9/11/2014
6L count: 10
GGG is tracking your processes, better stop downloading that My Little Pony porn :^)
Great change... something needed to change. Either removed Eternals or limit Mirrors to one duplication only.
Chris Wilson: "Today was the proudest day of my life."
Great news!

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