Some betrayal recipes are almost impossible to obtain PLZ fix it :(

The league is ending and I still don't have some recipes available like: +1 additional curse (body armour), Rank 3 damage (rings), - mana cost (rings) and more... (not to mention "+2 to level of socketed gems" from Catarina)

It is really very difficult to get the recipes.

First: You have to be lucky that the betrayal event appears on a map. (ok there is the daily mission, anyway it is only 1 more chance and does not reduce all the difficulty that I will mention).

Second: You have to be lucky that the npc you need appears.

Third: You have to be lucky that this npc drops some object.

Fourth: After all of the above, you also need the object to be exactly the type you need.

Fifth: Now you need to be lucky and get the necessary recipe when you unveil the object.

Sixth: If by chance in life you are lucky in the previous points, you have to repeat this whole cycle 2, 3, 4 or more times...

I am one of those who enjoy crafting my own items, and work hard to get the necessary currency to do it, could you please make our lives a little easier?

As things are currently, only a few people get rich offering crafting services, and this brings problems with scams, reports, and bad experiences for players.

Thanks for reading, best regards! <3
Last bumped on Aug 28, 2019, 12:39:36 PM
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Some recipes you can only get from mastermind items.

And you forgot about the worst thing. Not only is it almost impossible to get all these recipes you need to do this shit every new league again and again. The new master crafting system is some serious bs!
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Sadly I can only agree here.

The intention of the crafting-system is nice, the execution though is a horrible thing.

It leads to services in trade-leagues... and frustration in SSF for missing sometimes core-crafts for a long long time.

Services on their own aren't bad... the lack of any system to prevent scamming on the other hand is.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
It is not supposed to be easy and yes luck is indeed involved and is that is by design.

That said, Betrayal has been a broken mechanic for a while and due to the way you have to go about even obtaining it in maps, it makes it much more difficult than it should be. But in the end, it is not meant to be easy to get all the recipes. I know people that have played the entire league and have had much worse luck that this.
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
Last edited by DS_Deadman#3546 on Aug 25, 2019, 3:50:41 PM
I would have to agree here.

The "master crafting" system is more of a "RNG crafting system".

I agree some recipes should be difficult to obtain, but they should be difficult to obtain based on skill, not luck.

The crafting system could be more geared in a way to reward players that put in the time, skill and effort and less geared towards sheer luck.

I also get the point of starting with a clean slate on crafting every league, but the system as is gets extremely boring having to do it over and over every league with the same RNG constraints.

As far as people "making money" off crafting services, nah, most players that I know do the craft services for a small tip which is optional to them, but I would think most would tip them some chaos for their "luck".

However, if the system was based on real time, skill and effort I would personally be more inclined to pay for the service outright. But, this brings up another painful aspect of our crafting system. Trust.

Basically as we stand right now, most players obtain a base item, then do the first steps of crafting on their own, ie, alt spamming, then regals then maybe annul. They end up with a "basic crafted base". IE getting that one stat with a great roll on it, then move on to can have multiple crafted mods craft. At this point you either have the craft to do that, or not. So, you have to find another player, usually one you don't know, don't usually play with and give them your item outright and the currency to preform the craft. So in this case you are giving another player 2ex and your base with the great T1 stat.

Now, in the world of online gaming, as far as the game moderators are concerned, you have given your item and currency to another player. You basically have no leg to stand on for saying anything if this goes wrong. If that person decides to not give you the item back or your currency and just logs off or ignores you, what is your recourse? You have no leg to stand on, you GAVE them the items. From a game moderator standpoint you willing gave up your item and currency out of the goodness of your heart.

This puts players in a really gray area. On the one hand, they really want the crafted item, on the other hand they know that there is a real possibility that they may not get their item(s) back.

What could solve this problem? Creative thinking. One option would be to use the system from the beasts, make the desired crafts have the ability to be sold to other players for a one time use. Player A needs a craft that they don't have, Player B has the craft. Player B goes to his bench and makes a one time use "copy" of the craft and then either gives it to Player A or sells it to Player A. Either way, Player A's crafted item and currency has never left his/her possession. Player B is compensated for their time/luck of finding the craft.

However on the back end this would have flaws, first being developers having to make all those new items, coding to make it work, etc. Another issue would be that players may not even try to get crafts and just buy their crafts throughout the league, thus negating a certain aspect of the game.

Just a thought on it, crafting itself is in a great place, but the recipe gathering and "trusting" others to craft certain crafts is the issue for, mostly the "casual" playing crowd, but it does affect the entire player base to some extent.
I do not mind unveiling crafting recipes from start every new league but I would like to see reduction to how many times you need to unveil those recipes before you can craft them.

First level of the craft should be available immediately after you unveil it first time. Later tiers should have some reduction as well, 20% to 30% less unveiled mod needed. Requirements for those single-tier Exalted orb crafts should be reduced by 15% to 20%.

I would love to also see updates to game UI that would indicate which item has unveiled mod on it as it is annoying to look for those items after mission when my inventory is full.
They do not balance the game around standard league but the grind is standard level of craziness.

You most likely need to be playing standard for a year to get all those recipes in SSF format or if you are not really trading and sharing missions.

Why the grind in this game based on standard-like playtime if 3 months temp league is the metric?
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Last edited by lolozori#1147 on Aug 26, 2019, 9:02:57 AM
I agree that the RNG aspects seem over done. Perhaps GGG could put some "helpfulness" into the RNG. One of the more annoying results for me is items that offer nothing new to Unveil. Perhaps instead, if such an item is Unveiled, it could offer a random Unveiled mod to Unveil but not to Craft onto the item. Disappointing "losers" would become interesting "winners" - and the more time you put in, the more you narrow down the pool of Unveiled Mods. GGG could weight the chances of each Mod if they felt that they did not want to give away the Silver too early. I'd prefer that one could get say 1/10 of an Master specific Mod this way, but even that might be judged too much (and so you would not be able to Unveil a Gated Mod from items not in the Gating pool).
Formerly posted under AnExile_onthePath
Thank you very much for your comments guys. I'm glad you agree with me. Apparently there are many ways to improve this aspect of the game, I hope ggg take into account our opinions and add something about it... Just for listing the options, they would be:

1- That this whole process is carried out only once per account.

2- Reduce the number of times we have to unveil each object by rank.

3- Npc should always drop an object, and that the RNG be among the recipes that we have not yet obtained (so that players who spend more hours playing and trying, get a more efficient way to progress)

Any other idea?

With regard to crafting services, I wonder ... what about if a player can use another player's crafting bench while in the same party? In terms of programming this would be a lot of work to do?

In this way we would not have to trust another person or deliver our objects for crafting, we could do it ourselves.
These situations are what I was referring to about the problems that crawling the crafting services, because of the difficulty and impossibility of doing it ourselves.

"The dev even agreed it was no big deal and he would unban me if i just agreed to not run crafting services anymore"


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