Can we have less RNG on the enchants?
" can´t confirm. Got GGGR on this Alpha´s and it rolled Magma Orb (spell) damage, without the item having a single blue socket. |
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They could so several things, none of which I doubt they do!
1) Separate them by caster, melee, ranged attack...then allow us to pick a category and play rng that way. 2) For helm enchants have them not repeat when used on same piece of gear over and over. 3) For helm enchants have it less likely to pick something already gotten on same piece of gear over something not previously gotten, but still possible. Like 25% chance to repeat, 75% chance to not. 4) Allow it to pick things that are socketed within our gear. Another thing they need to do is provide a way to remove them, without damaging the item! I have a few on my summoner that don't even work because there are so many "oh kill" or "you've killed" enchants, and some even interfere with EE...would be nice to be able to remove them, took me forever to get one on my gloves that didn't work so my EE would function again. Last edited by justinmm1988#6504 on Mar 7, 2016, 6:48:12 PM
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" No its difficult or rather "too RNG" based for you, that doesn't mean the point isn't correct. The enchantments obviously are desirable and powerful or this thread would not have been made. But i think they made them powerful because they are rare and likely going to take many many runs to get something you want on an item. For example lets say I want aura cost reduction on my alpha's howl, I don't necessary care too much which because if I get any aura cost reduction I can grab another alpha howl and try again. What about high ilevel bases, grab a high ilevel armor helm and just throw something on it, if any armor based builds would want that enchantment you could sell it. Similarly if people run it they can sell the enchatments on bases for money to buy whatever enchantment they want (on an applicable base) We already have ways to specifically put something on an item (masters) this is something different and shouldn't be dumbed down just because after 3 days you don't have the enchantment on your item you were looking for. Fuck anything to do with sockets, socketed gems, select type from the list, ect. If you really want something like that, it should come at a cost IMO that cost should be only rolling the lower tier mod if you specify rules, allowing those that aren't as picky to benefit better when they hit it. Stuff like 40% increased damage would be for those that don't define a type of skill\ect and those that do can get the 25% increased damage. If your unwilling to let RNG guide reward you then you shouldn't be getting the rewards for the 1\300 chance when you eliminate a large portion of the pool by defining stuff. Its only been 3 days people enchantments are suppose to be special what D3 does has no merit on this discussion and taking a design feature that game has and putting it into PoE cheapens the system GGG has put in place. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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the enchants are optional. they are a little quirk that could be helfpul to you or another character you have. or it could be useless. or it can cause you to utilize another skill you couldnt before (for example, reduced man reservation for auras/AA). or it could be a useful brick.
but as usual, some people simply HAVE to have them because, you know, they HAVE TO. if its in game, they MUST have them. the point of enchants is NOT to simply choose the best one for your build and slap it on your gear. thats trivial, boring and simply is power creep for sake of power creep. Last edited by grepman#2451 on Mar 7, 2016, 4:41:25 PM
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As usual, trade solves all RNG issues.
Still, I think socket color should have an impact on enchantment received. This would encourage Chromatic crafting as an enchantment helper; it still wouldn't be free, and players would have to make choices like "do I Chrome until I get 4x blue so I run Labyrinth less, or settle for 3x blue so I save some Chromes?" The idea of gems increasing the chance of an enchant feels like a bad one to me, unless the enchant device consumed socketed gems on enchant AND there was some balance so people don't just throw level 1 gems in (for example, the higher level and more quality on the gem, the greater the effect, with no/low effect from 1/0 gems). The point should be: no investment, full random. Invest currency (or maybe something else), perhaps slightly less random. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Mar 7, 2016, 7:46:42 PM
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Lets bump :P
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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obviously youre just supposed to bring in high tier white base items, craft random enchant and sell to whoever needs and then just buy the one you need.
trading. duh. always trading. B E E F
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EZ life is Easy, gonna start running some popular unique and sell them for shit ton of money. |
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You do realize, if you actually got your enchant, nobody would ever play the lab and then it would just sit there wasting away. So this way, they get people to do something incredible boring that is losing almost everyone's interest in the game for the content they are excited about!
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To be honest, the helm enchantments are possibly a case of GGG being a little over-cautious, as they are UNDERSTANDABLY concerned of everyone running around with a perfect enchant; many of them are really sweet.
" PRECISELY what I was thinking before I even saw your post. It'd make perfect sense; after all, the socket colors are weighted, so it'd make sense for the enchantment to be weighted, as well. My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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