Crafting system

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Chris wrote:

From left to right:
2x Scroll of Wisdom (identification)
4x Whetstone (upgrades quality of weapon)
1x Orb of Augmentation (adds a mod to a magic item, if there's room)
2x Gold Coin
5x Armour shard (upgrades quality of armour)
2x Orb of Transmutation (upgrades a white text item to a magic item)


sounds good .
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Will there be an item that keeps all the mods of a magic item but rerolls the bonuses?
Forum Sheriff
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tpapp157 wrote:
Will there be an item that keeps all the mods of a magic item but rerolls the bonuses?


Do you mean one that would reroll the numbers inside the mods to new random values that the mod could have spawned with?
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Chris wrote:
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tpapp157 wrote:
Will there be an item that keeps all the mods of a magic item but rerolls the bonuses?

Do you mean one that would reroll the numbers inside the mods to new random values that the mod could have spawned with?

Yeah. That's what I meant. My phrasing wasn't very clear.
Forum Sheriff
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tpapp157 wrote:
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Chris wrote:
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tpapp157 wrote:
Will there be an item that keeps all the mods of a magic item but rerolls the bonuses?

Do you mean one that would reroll the numbers inside the mods to new random values that the mod could have spawned with?

Yeah. That's what I meant. My phrasing wasn't very clear.


This is the type of thing that we would have an item for, yes.

That specific example of rerolling the ranges of each mod is interesting and is one that we haven't yet experimented with.

The biggest concern with adding these items is balancing their rarity with how quickly they allow players to converge on close-to-perfect rares.

I like this one because when it rerolls the mods it could pick bad values for some and good values for others. An item that rerolled the bonus on only one mod would be much more abusable.
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You would definitely run the risk of rolling lower values than you started with. Which would be unfortunate. Reasonably you would only use it if you felt your item had lower values than it should.
Forum Sheriff
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tpapp157 wrote:
You would definitely run the risk of rolling lower values than you started with. Which would be unfortunate. Reasonably you would only use it if you felt your item had lower values than it should.


Reasonably yes, but I could see myself with a good (but not great) rare and thinking don't do it.... don't do it.... don't do it... click...darn...

I think it's a cool idea.
I am a poor freezingly cold soul
So far from where
I intended to go
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Oasisbhrnw wrote:
Reasonably yes, but I could see myself with a good (but not great) rare and thinking don't do it.... don't do it.... don't do it... click...darn...

Haha. Me too.
Forum Sheriff
Eastern Sun had one of the best crafting systems I've ever seen. Dragonstones rarely dropped from mobs. You could combine them with other common items (scrolls/gems) and a weapon/shield/armor to add a very small modifier to an item AND it would increase the level requirement by 5 levels. You could stack the same modifier or choose multiple... but limited by level requirements. Great way to customize equipment.
I agree, this game just SCREAMS for a crafting system. Everything in the game already has a rustic, used or cobbled-together look (art style). So being able to break down junk items into some simple base components would be great, then having an NPC in town that could craft certain items from x amount of y component(s).

Crafting has always been very rewarding for me and in D2 yielded some of the best of not the best Amulets.

Since there is no "gold" in this game, using crafting materials for currency could be another way to go.

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