Adding and re-rolling mods
From what I see in the game. You can use currency items to add mods or change the mods in a magic or rare item. However, I noticed that if you decide to re-roll the mods, you have the chance of only receiving one mod although the previous magic item had two. I understand that doing this would lead to crafting items more to chance to get the mods you want. Are they going to keep it this way? I think it would be more helpful for the re-roll currency item (not sure what it's called) to keep the same number of mods as the previous one had, but to change them. I think this would help make it easier to craft rarer items in the future. But if you think that might make the game too easy, brush away this idea. This is just something I thought of after watching a bit of the developer's video on the 0.9.4 patch.
*I know this was in the general discussion. I just want to make sure i put this thread in the right place. This thread has been automatically archived. Replies are disabled.
|
![]() |
The main issue with this is that it would drastically reduce the number of exalted and augmentation orbs used on items - there would effectively be a hard cap of at most three uses on an item for a regal orb, and one for an orb of augmentation. This would result in either inflation (read: those two orbs become cheaper than wisdom scrolls) or a drastic reduction in drop rates, the latter of which seems particularly out of place for orbs of augmentation.
I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
![]() |
ok. In that case, crafting would be a little more interesting.
|
![]() |