25 orbs of fusing and still no 4L
Teek -
Try to understand that we are not talking about what attributes are on an item. The main problem is ability layout. There are three orbs associated with layout - jewelers for socket count, fusings for linking, and chromatics for color adjustment. Each and every one of the orbs is dictated by rng. Therefore your abilities are tied to rng. This might sound great on paper but in practice is a huge timesink and a hurdle with regards to specializing your character. Regarding the orbs, people would more willingly spend them to tune abilities and move abilities from one item to another, if rng was removed. Instead people hoard them so that when they finally do decide to work on one item they have the needed amount to overcome rng. Just to be clear, rng tied to item attributes are fine. Rng tied to ability layout is broken. |
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I think all orb related problems come from the rarety of certain orbs. Orbs that should be common are too rare, and fusing is one of those. Exalted orb is another one, but that's another problem entirely.
There's a good item crafting system in place, but somehow it's hard to justify spending the rare orbs if you're not at end game. And that's boring ! Make socket related orbs more common because they're related to skill usage, a core component of your character. I should be able to get Orbs of Fusing from recycling items, like for Chromatic. And while the 7 Jewelers orb for a 6 socket is interesting, that only happened in merciless difficulty. why not make it a number of jeweler's orb for recycling any item that has it's maximum of possible sockets ? Basically, I'd like to see socket related orbs easy to get, easy enough in fact that you would trade them in stacks (of 10?) instead of per unit. Edit: Also, I think people who don't see orb problems have been farming merciless/maps for too long. Last edited by Thalandor#0885 on Aug 28, 2012, 4:03:24 PM
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" I think you really hit the nail on the head with this. No one gets bent out of shape over Alt/Alch/Chaos because item stats are not character defining (barring very few item focus builds, usually on uniques). But which skill gems you use and how you link them is very character defining. |
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" Agreed. Items that require dozens of uses to alter your gear should not be super rare. I think fusing and jeweler orbs should be as available as chromatics. Chromatics are great because they are decently rare but if you keep your eyes out for items that sell for one you can build up a large enough amount to successfully color your gear. 6 linked items are too rare to be a reliable source of jewelers and fusings don't even have a recipe. |
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I agree with this too. I posted earlier in this thread that fusings are too rare, and was told that it was because I was in Ruthless. I'm in Merciless Act 2 now and they are still too rare. Don't tell me I need to be in maps, because without suitable gear that supports my skills I can't get much farther.
A vendor recipe would be a good start. Most of my chromatic orbs have come from the RGB link vendor recipe and I have enough to get the colors I need. As you mention, you hardly ever find 6S items to trade. Also you need some jewelers orbs to adjust well-rolled rare items you find so you can't trade them all in for fusings. |
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" I disagree with everything that is said in this post. 1. I thought the selling point was a free to play DARK FANTASY game. (at least it was for me, had no idea about orbs or sockets or any of that just watched the templar trailer, fell in love with the aesthetics and started playing. 2. I'm level 64 and have no 4 links so idk what you are talking about, I'd rather have rares with resists and +HP than sockets any day. R.I.P. my beloved P.o.E.
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Maybe there should be a set of items that are applied to items that change the number of sockets to a fixed number. So a quite rare item would be the four socket orb, which applies four sockets to whatever item you choose. Then the five and six socket versions would be increasingly rarer (with the six socket one being one of the rarest items in the game). Then you could still take your chances with the Jeweller's Orbs, but you could also save/find your ideal socket layout for the perfect item. Sort of like the Orb of Alchemy to the Orb of Chance. There's an RNG way to produce a rare item, but there's also a much rarer guaranteed way.
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" The only way to balance this (on the 5/6L case) is to introduce an item as rare as a Mirror, in which case it doesn't affect 99.9% of people who play anyway and why even bother with the dev effort. I dislike the argument that getting a 4L is RNG, thus your skills are RNG. All it takes is one 4L, which is easily doable by the time you can support the mana costs for a 4L skill. If people are surmising that they need to get 4L upgrades whenever they need to upgrade a base item, that's just whining. |
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This post is good.
I think that the problem is that some of the orb usage is skill and build ENABLING. While other orb enhancements are skill and build ENHANCING. For those orbs that increase the FUN factor like chromes and fuses, they facilitate the game play and skill combinations being interesting and entertaining. For those orbs that increase the POWER factor such as alchys, regals, etc, those facilitate enhancing what is already in the skill set. Bottom line is GGG increased the drop rate for "build-enabling" unique items. They should increase the orb power for things that enable builds and skill combinations. My recommendation: Make Chormatics and Fusing do better, or drop more. Everything else is the candy. Thanks! |
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" +1 |
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