Crafting improvements in next mini expansion

I don't understand this at all.

Your build does require 6L? Then change the build.
6L is supposed to be very, very rare, something you chase after for a long time.

And I don't imply that I am fine with current crafting "system". I just don't accept the theory that 6L should be more common.
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toyotatundra wrote:
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EKTELESTES wrote:

They could have a guaranteed 6l with lets say like 300 fuses


If you allow 300 fuses guaranteed for a 6L, 99% of PoE players are gonna be swimming in 6Ls. Basically, everyone except the laziest players is gonna have several within a week. Within a month, you're gonna see players 6L-ing their Briskwraps and Silverbranches, just because they can.

300 is way, way too low. If you want guaranteed, my guess is that it would have to be over a 1k fusings, easily over 1k.

You know what could be a useful improvement? 20 scraps in 1-mouse-click. Higher scraps/stones drop rate. Fusings never breaking existing links. Every next fusing has very, very slightly higher chance. All of this would help, and it would also encourage players to go for it and try to link their gear.



You didn't read my further posts. 300 was an example, maybe for low level 6links or sth.

They number of fuses required could be set according to the value of the item.
"Wealth in a game is measured by the amount of fun, joy and entertainment you can get out of it".
-Mythabril
My idea for crafting improvements is add a new set of orbs to the game which are level limited. They would be powerful, semi rare and only usable on ilvl < 60. Right now there is little incentive to craft at mid-level and the current crafting recipes (white + orb + flask) only produce a magic item which requires additional orbs to upgrade to rare.

I would like to see an ilvl limited orbs

Upgrade a magic item to rare while adding an additional suffix and prefix.
Transfers socket and links between two items.
Randomly upgrades a single suffix or prefix.
Grants a specific prefix or suffix to an item (physical damage, life leach, elemental resistance, life, etc)
IGN: Wrathmar * Paulie * Client
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Galtrovan 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.


No kidding. I have said the same numerous times in the last 2 years. Using a Jeweler or Fuse and having it destroy your item is crap. Just let it fail. Failing and then having to spend several more orbs to try and get back to status quo leaves a lot to be desired.

I don't really see the problem of allowing this. GGG could keep the odds exactly as they are. What's more, I would say if using a Jeweler no longer results in less sockets/destroyed links on failure, getting an additional socket or sockets, the additional sockets should not get linked. After all, the existing sockets and links are no longer getting destroyed, and Jewelers only add sockets, not links. Let the Fuse do it's job.


this all day !
Problem is: what's the value of an item?
Should I ask a 15h/day-player? Even such a guy could have little insight if he plays some pre-formed build, or he's a real "pro" who can explain game-mechanics and optimize skills...
If you ask the database/server what a good item is... well, top tier, perfect roll of "increased light radius" for sure ;)

it all depends...
Dynamit,
Architekturkritik, die man tatsächlich sieht!

Farin Urlaub
http://www.dailymotion.com/video/x2nz5q9
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Galtrovan 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.


No kidding. I have said the same numerous times in the last 2 years. Using a Jeweler or Fuse and having it destroy your item is crap. Just let it fail. Failing and then having to spend several more orbs to try and get back to status quo leaves a lot to be desired.

I don't really see the problem of allowing this. GGG could keep the odds exactly as they are. What's more, I would say if using a Jeweler no longer results in less sockets/destroyed links on failure, getting an additional socket or sockets, the additional sockets should not get linked. After all, the existing sockets and links are no longer getting destroyed, and Jewelers only add sockets, not links. Let the Fuse do it's job.


Sound like a very good change, I can't think of any huge downsides or negative side effects as long as the chance for getting a 6L stays about the same. Report this to GGG!
make eternal orbs a lot more common and this would not be an issue anymore
IGN TylordRampage
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ressiv wrote:
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Galtrovan 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.


No kidding. I have said the same numerous times in the last 2 years. Using a Jeweler or Fuse and having it destroy your item is crap. Just let it fail. Failing and then having to spend several more orbs to try and get back to status quo leaves a lot to be desired.

I don't really see the problem of allowing this. GGG could keep the odds exactly as they are. What's more, I would say if using a Jeweler no longer results in less sockets/destroyed links on failure, getting an additional socket or sockets, the additional sockets should not get linked. After all, the existing sockets and links are no longer getting destroyed, and Jewelers only add sockets, not links. Let the Fuse do it's job.


Sound like a very good change, I can't think of any huge downsides or negative side effects as long as the chance for getting a 6L stays about the same. Report this to GGG!

+1, this alone would solve a lot of issues and risks with linking/jewelling!
only problem being, people like the guy in previous posts who said, that he spent 6k fuses and not even 1 6L ever.
Last edited by EdvinPL#7801 on May 9, 2014, 12:17:17 PM
I'm crossing my fingers for the ability to maintain sockets/links while chancing for more; using Eternal Orbs to do this would be absolutely ridiculous. I would not mind spending a little extra to be able to maintain socket/link numbers while using Fusings/Jewelers on certain items. I think that players need the option to bypass significant socket/link downgrades by spending a bit more.
TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
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TFG1966 wrote:
Isn't there a Suffix mod on the Strongbox, "of Unity" - Dropped items are fully linked?

Can we get a Unity Orb which does the same job? Use it on a 4-socket you get a 4L, 5S for 5L, and 6S for 6L.

Considering a regular 6L chest or 2H weapon, without godlike MODs, costs lower than a Mirror but higher than an Exalted, the drop rate of this new Unity Orb can be somewhere between Mirror and EX. And, since nobody will really use the Unity Orb to 3L/4L (or even 5L) gears, the Fusing orb can keep its functionality as is.

Just my 2 cents.


This is an excellent idea! A Unity Orb would be an awesome addition, with the value/drop chance of ~15 Ex or whatever is deemed 'balanced'.

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