Feedback: Crafting sucks. How about we make orbs always upgrade?
Well I do admit this is rather a drastic change but I have seen several threads claiming they couldn't 6 link even after 1200 fusings etc. That is outrageous. Something needs to be done about the number of orbs required to 6s and 6l.
my evasion is so high i only insta rip sometimes
----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. |
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" I don't think it should be as simple as using 5 fuse to get a six link, but if you do use 1200 it should be a guarantee on the 1200th one at the very least. |
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"While I don't like this particular take on it, (The value of a Rare with 6 max-level mods is pretty huge, even if they're not the ones you want) I could get behind a variation of "itemlevel 60 items can't roll mods below level 31" or something. Still lots of room to keep the best items rare, but prevents some amount of shit rolls for those without resources. |
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" Yes, it is a good idea. You don't need the best possible gear to play this game. If there's nothing to upgrade to, the game becomes boring in the long run and that's why less than 1% of people should have the very best gear. I enjoy playing the game with decent gear just as well. Disregard witches, aquire currency. Last edited by dust7#2748 on Nov 29, 2013, 2:49:14 AM
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" I kind of agree with this, but I think the gear gap should close a little bit between entry level and final gear set. You should be able to finish the content with gear you found and crafted yourself, without having to stop to farm. Once you get to maps, sure let the grind scale a lot if that's what people want. That aside, for a game that touts its crafting system as a bonus 1200 fusings and not even getting a 6 link is fucking ridiculous. Do you know how long it takes to get 1200 fusings legitimately? my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Last edited by Legatus1982#1658 on Nov 29, 2013, 4:17:44 AM
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How about... orbs that increase your chances with every following orb?
Instead of a system we have now, where you have 1 in 2000 (for example) chance every time you use an orb, no matter if it's the very first fusing orb or the fuse #1000... ..What if with every next orb chance got a little higher? That way with every orb you use, you get higher and higher chance and it wouldnt be so desperate as it is now. You would actually increase your chances with every orb, you wouldnt get as discouraged as you do with the current system and every next orb would get you a little closer to the goal. Would apply to both jewellers and fuses. I think this would be a dramatic improvement for players, and it would actually encourage users to use their orbs for crafting instead of only for trading, it would allow users to actually get a 6L... but also, it still wouldnt make it stupidly easy, which is not desirable either. 177 Last edited by toyotatundra#0800 on Nov 29, 2013, 4:48:24 AM
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Crafting should be more deterministic, and its a very easy thing to do, just make it that you need X jewellers/fusings to upgrade, with X obviously increasing (so going from 5-6 can be something like 1k fusings)
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I could agree with deterministic vendor recipes which cost a lot more orbs than you would need on average to achieve the desired result. Let's say sixlinking at the vendor for 2k fusings, fivelinking for 500 fusings, you get the idea.
Disregard witches, aquire currency. Last edited by dust7#2748 on Nov 29, 2013, 6:12:57 AM
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is this diablo 3 ros?kappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappakappa
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The changes that you mentioned would be gamebreaking, but there are alternatives, here are my ideas about socketing and linking:
Add recipes that roll max sockets/links on an item and make them require a certain amount of the orbs in question. That would solve the whole issue, players who want to gamble would still do so, players who want a 100% chance would save up and get it their way. The changes themselves wouldn't break the games economy in any way if done properly, example: Item + 250 Jeweler's Orbs / Orbs of Fusing = Item with 5 sockets/links (all stats preserved) Item + 750 Jeweler's Orbs / Orbs of Fusing = Item with 6 sockets/links (all stats preserved) Item + 1000 Chromatic Orbs + X Red + Y Blue + Z Green skill gems (where X, Y and Z are the number of desired sockets of that color) = Item with X red, Y blue and Z green sockets (all stats preserved). You want results? Work for them! You feel lucky? Go gamble a bit! Problem solved. ------------------------------------------------------------------------------------------- Justification: the need for something like this is based on the absurdly low chance of crafting endgame viable items with no junk stats. It's especially true for when you want to craft niche items like Physical DPS wands, or some daggers since those 2 item types can have plenty of spell, physical and elemental mods, along with resistance/utility mods. Another thing that needs to be worked out with crafting is mod improvement. My suggestion would be a totally new orb (which in rarity would be somewhere between divine and exalted) that would work as follows: "Upgrades a random non-maximum tier modifier on an item to the next tier of that modifier. The chance for an successful upgrade is decreased by 10% for each maximum level tier already existing on the item. The base success chance is 100%. Higher tier modifiers have a slightly better chance to get upgraded. Lower tier modifiers have a moderate chance to get their tier upgraded twice. The maximum tier for the modifiers can not exceed the maximum tier allowed for that item level." Clarification and explanation: Lets say you have a item level 73 Vaal Regalia which you crafted a bit and got the following stats: +22 to Intelligence 84% increased Energy Shield +136 to maximum Energy Shield +31% to Lightning Resistance +15% to Fire Resistance So the actual modifiers on the item are: "of the Prodigy" - Tier 3 (of 8) suffix "Dauntless" - Tier 5 (of 6) prefix "Resplendent" - Tier 6 (of 6) prefix "of the Tempest" - Tier 5 (of 7) suffix "of the Salamander" - Tier 2 (of 7) suffix The 1st time you use the new orb on the item, first the system check for the amount of maximum tier modifiers already present to calculate the success chance, in the above case we got 1 max tier modifier so the success chance would be 100-10= 90%. Then one of the remaining 4 modifiers are chosen randomly and upgraded to a random value in the next tier. So, for example one possible result (if successful) would be: "of the Prodigy" - Tier 3 (of 8) suffix "Dauntless" - Tier 5 (of 6) prefix "Resplendent" - Tier 6 (of 6) prefix "of the Tempest" - Tier 5 (of 7) suffix "of the Drake" - Tier 3 (of 7) suffix The above process would continue as many times as possible at a 90% success rate until one of the 4 still upgradeable modifiers reach their respective maximum tier, at which point the next gem used would have a 100-20= 80% chance of success. In the above example you would need a minimum of 12 gems to fully upgrade all modifiers to max tier if none of your attempts fail. Practically however you would need a lot more gems since the success chance is decreasing the further you go, especially since higher tier modifiers will get upgraded more often, thus reducing the success rate of actually upgrading the lower tier modifiers at all. Last edited by Palaryel#6900 on Nov 29, 2013, 12:08:38 PM
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