Crafting improvements in next mini expansion

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tramshed wrote:
The easiest way to make fusing better is to make it so items never end up with less links than they started with. It would be a lot more tolerable if they failed to do anything if they cannot increase the links. Same with socketing. That way you would at least feel like you are working towards something without the one step forward, two steps back problem.

I believe this system would be the most viable. 5L5S would still have a chance to become 6L in the future, while now a good 5L5S will never be rolled for anything else, it's a waste.

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Hackusations wrote:
While I understand a lot of people wish 6L items were more accessible the fact is their scarcity is an important end-game motivator not to mention makes the reward of finding one that much sweeter.

If they became easier to achieve then not only would it undermine the process of working for end-game goals, but it would severally devalue the 5L market more than it already has.

Well, You're wrong. It MIGHT make it sweeter, but as I have put into this game totalling over 500 hours and havent ever had even 1 6L (not counting BOUGHT tabula rasa) and had in total 6 5Ls drop, one 5L6S crafted, spent over 1k jewellers on one chest that is 3S atm...
And around 300 fuses on 6S sacrificial garb that is not yet even 5L6S.

Rolling dice is quite irritating, especially that the thing can get worse instead of better and then you meet very lucky ppl, like my guildmate who got 6S5L just from jewellers in around 50?
RNG ! :D

5L might be a lil devaluated, but then, good 5L costs in exiles anyway. Problem is, that you either have a very good 5L or worse 6L (not counting ppl who can "afford" both).
I think making it so that they *can't* get worse would take too much out of the gambling thing, but a while back someone suggested something in those lines, only with probability.
Like : 4S has a high chance to go 3S or 5S but quite low chance of getting less than 3, this kind of thing. That way you still have random crafting but can still feel like you are progressing towards your objective, and 5L would not be final, since there is now a better chance to 6L it.
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Hackusations wrote:
While I understand a lot of people wish 6L items were more accessible the fact is their scarcity is an important end-game motivator not to mention makes the reward of finding one that much sweeter.

If they became easier to achieve then not only would it undermine the process of working for end-game goals, but it would severally devalue the 5L market more than it already has.


I've had zero motivation to play since burning through roughly 6k fuses and never once hitting that lottery jackpot.

It's intensely demotivational for me.

Hense why I never play the game now.


And fuck trading.
Increased chance to 6-link orb.

Uppon 6-linking the item via one of these orbs it gets corrupted.

Simply put, a 6-link using this easyer method can never reroll it sockets colors and can never roll an implicit on it.

Thus increasing the overall 6-links in the game, while still remaining a valuable possession if it is achieved via the old RNG method.

(as in, facilitate a 6-link easier if a player desires it for enjoying the content, while reducing its market value overall. After which he can begin on an RNG based craft of a 6-link)

Simple without interrupting the high-end value of 6-links acquired in the old way.

Corruption opens up a lot of possibility's imo since it reduces the market value in this method.
Freedom is not worth having if it does not include the freedom to make mistakes
I am intensely watching for whatever this change is.

Anything making 6L easier is a huge win for this game. Whatever way they do it.
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Isbox1 wrote:
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Hackusations wrote:
While I understand a lot of people wish 6L items were more accessible the fact is their scarcity is an important end-game motivator not to mention makes the reward of finding one that much sweeter.

If they became easier to achieve then not only would it undermine the process of working for end-game goals, but it would severally devalue the 5L market more than it already has.


I've had zero motivation to play since burning through roughly 6k fuses and never once hitting that lottery jackpot.

It's intensely demotivational for me.

Hense why I never play the game now.


And fuck trading.


You dont play anymore because you think you need a 6L? News flash, 6Ls are a luxury, you can do well with a 5L.
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DirkAustin wrote:


You dont play anymore because you think you need a 6L? News flash, 6Ls are a luxury, you can do well with a 5L.



It's about feeling progress - 20-25 level 75+ characters, 6K fuses dropped, year of life goes by playing the game... and no 6L. For me that is totally unacceptable.


But you know... I totally get that there's a reason Dominatrix's exist. I get it, Dirk. Some people just love getting their nuts stepped on. Some people like me don't.
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EdvinPL wrote:
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tramshed wrote:
The easiest way to make fusing better is to make it so items never end up with less links than they started with. It would be a lot more tolerable if they failed to do anything if they cannot increase the links. Same with socketing. That way you would at least feel like you are working towards something without the one step forward, two steps back problem.

I believe this system would be the most viable. 5L5S would still have a chance to become 6L in the future, while now a good 5L5S will never be rolled for anything else, it's a waste.

"
Hackusations wrote:
While I understand a lot of people wish 6L items were more accessible the fact is their scarcity is an important end-game motivator not to mention makes the reward of finding one that much sweeter.

If they became easier to achieve then not only would it undermine the process of working for end-game goals, but it would severally devalue the 5L market more than it already has.

Well, You're wrong. It MIGHT make it sweeter, but as I have put into this game totalling over 500 hours and havent ever had even 1 6L (not counting BOUGHT tabula rasa) and had in total 6 5Ls drop, one 5L6S crafted, spent over 1k jewellers on one chest that is 3S atm...
And around 300 fuses on 6S sacrificial garb that is not yet even 5L6S.

Rolling dice is quite irritating, especially that the thing can get worse instead of better and then you meet very lucky ppl, like my guildmate who got 6S5L just from jewellers in around 50?
RNG ! :D

5L might be a lil devaluated, but then, good 5L costs in exiles anyway. Problem is, that you either have a very good 5L or worse 6L (not counting ppl who can "afford" both).


oO

I'm thinking totally different, it's not a problem at all to 5link something, its easy and cheaper to do it yourself, than buying one...
It's just possible that you get unlucky once... but if you scraps its almost impossible
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Psyborg wrote:
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GreatRazious wrote:
A choice could be to take the RNG out of it with an upfront crafting tax. So instead of spending 200 to 2,000 fus to 6 link something. Which should still be a choice if people want to roll the dice….
An upfront fee of 1,000? 1,500 (stack size would need to be changed…) fus which would guarantee a 6L. This cost should help keep the flood down but also allow those who chose to, to bypass RNG with a toll fee.


Thats exactly the kind of thing that would widen the chasm between traders/flippers and people who dont. Furthermore I bet a lot of traders/flippers wish they could just play the game.


that is questionable, if crafting becomes more realiable then people will stop depending on traders to upgrade their items.

the reason why people buy to traders even when the item is totaly overpriced is becouse inbetween paying extra or trhowing their hard earned currency to the RNG gods they prefer to pay the extra and dont risk to loose it all.

more reliable crafting olso means that many more orbs will be used to craft wich will in turn increase their worth due to a biger demand and a lower offer.
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

no scrotie or charan posts yet... I am dissappointed :(
IGN: timtwins, timtwinz

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