Very good idea for chance orb rework, as many have feeling they need one.

Saw this guys video...
https://www.youtube.com/watch?v=VMepJvrA5Y8&ab_channel=CaptainLance9
(basically calling out Chance Orb being pain in the *** to use overall etc.)
...it is clear many think the same that chance orbs are useless and boring.
Have played since 2012 and they have always been vendor currency.

Not so simple solution as the values of chances need to be thought:

Chance orb adds affix on white, magic or rare item.
Chance to make item unique in process or white base of the item.

White item:
High chance -> Adds 1(2) affix(es) and item becomes magic.
Medium chance -> Adds 3+ affix and item becomes rare.
Low chance -> Nothing happens.
Very low chance (varies based on unique) -> Becomes Unique.

Magic item:
High chance -> (if item has 1 affix) Adds an affix.
Medium chance -> Adds 1(+) affix(es).
Low chance -> Becomes white base.
Very low chance (varies based on unique) -> Becomes Unique.

Rare item:
Medium chance -> Adds 1(+) affix(es).
Low chance -> Becomes white base.
Very low chance (varies based on unique) -> Becomes Unique.

Full affix rare item:
High chance -> Nothing happens.
Low chance -> Becomes white base.
Very low chance (varies based on unique) -> Becomes Unique.

This way items can be spammed without scouring.
(since scouring orbs are not needed it can be balanced through chance values)
This way they are useful on leveling.
This way they actually are CHANCE orbs.
In other words it is a scouring-, transmutation-, augmented-, regal-, exalted orb.

(bump with any message if you feel this idea to be seen by devs or make some reddit post)
(I have no interest for clout or mentions just want game better)

Cheers!
Last edited by burre on Apr 19, 2023, 10:29:54 AM
Last bumped on Apr 20, 2023, 1:31:58 PM
I like some of your ideas.

Overall it may be too complicated.

I agree that chance to get a unique should be (and is) very low.

I think we are missing a currency which changes a magic item to a rare one with up to 6 mods.
A regal orb is maybe ok for a jewel (3 of 4 mods) but is nearly useless for 6 mod items.

With old harvest there was a doable chance to ugrade (craft) rare items but this was destroyed by GGG nearly totaly.
So much more dropped rares became junk.
Last edited by Jerexil on Apr 19, 2023, 1:57:19 PM
Take it a step further and delete at least half of the orbs in the game, then rework the ones that survive the cut.

The entire system has way too much bloat.
I would rather they just make it work on any rarity except unique. Alternating scour/chance orbs is miserable gameplay.
"
Nubatron wrote:
I would rather they just make it work on any rarity except unique. Alternating scour/chance orbs is miserable gameplay.

Next up, GGG introduces a new orb that both scours and chances at the same time. The drop rate will be as rare as a mirror and won't be any more effective than the current iteration of chance orbs.
Last edited by Gulch on Apr 19, 2023, 2:54:40 PM
"
Nubatron wrote:
I would rather they just make it work on any rarity except unique. Alternating scour/chance orbs is miserable gameplay.


This. Just make it work like an Ancient Orb, where you automatically reroll all white/blue/yellow items.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
"
superbomb1967 wrote:
Take it a step further and delete at least half of the orbs in the game, then rework the ones that survive the cut.

The entire system has way too much bloat.
People would just complain that is helping casuals therefore shouldn't be a thing.
those two noobs with mbextreme have send the market into scouring depression...
"
Phrazz wrote:
"
Nubatron wrote:
I would rather they just make it work on any rarity except unique. Alternating scour/chance orbs is miserable gameplay.


This. Just make it work like an Ancient Orb, where you automatically reroll all white/blue/yellow items.


+1 for this.

It's way more simple and intuitive than the OP's suggestion and would (most likely) not be a big deal programming wise, since GGG would most likely "just" have to alter the item check before the orb gets applied.
You say Prison Cell, I hear 'Holiday'.
- Chance orb drop has been reduced by 500%

- Chance orb now can transform to any unique item in the game.

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