"Weapon of crafting" feelsbadman

So I get one of these from a Div card turn in, after patiently collecting them, I am looking forward to it, excited even, hey that crafting mod usually costs 2 exalts. Of course I don't know "the catch" yet as a newer player. So I aug orb it (ofc) got a poor flat phys roll not worth regaling or crafting further. This is a "Weapon of Crafting" a super special affix that defines the weapon and gives it value as a prize for spending a long time collecting the divination cards. So naturally this special mod will stay if I alt orb it right? Right??

Of course it will! Because only a skin flint would make something so disposable and "one chance" as a reward for collecting something that is rare itself and takes perhaps a long time and requires multiple cards, especially considering that even with a jackpot augment and jackpot regal it will still only ever be a mediocre weapon because bench crafted mods are themselves pretty lame so that caps the potential.

So I hit it with an alt orb hoping to at least roll a single worth wild affix before I gamble (throw away) a regal on it. Well I should have known better, everything in POE is about 0.000001% chance for something good to happen and 99.9999% chance for bad. And then needing another 0.00001% lottery win to make it 2 good affixes and then another lottery win and so on until you actually have a decent item. So in essence: everything about POE crafting will only ever make about 0.00001% of the games players actually rewarded and enjoy the crafting in the game.

[destroy item on cursor? YES NO]

[Yes]

Do you GGG really feel good about offering a reward to the players that is almost guaranteed to be destroyed or vendored after a single augment orb is used on it? Well assuming of course that players even bother to pick up the cards for this? (they don't I got one of the cards by asking someone else to pass it when I saw it laying there, they ignored me so I waited until they ported out.

I have a suggestion: considering that master crafting is already going to mean very mediocre mods, how about making "Weapons of crafting" have Multi crafting mod as a secondary Implicit? or at least allow us to scour and alt orb around the multi-mod somehow? In fact given the cost of this and the built in "mediocre-ness" why don't you make the crafted multi mod stay if you use a special bench scour recipe? Honestly at 2 exalts you should be allowing players to scour while keeping the multi mod anyway, again because it's bench crafted mediocre mods it doesn't even matter if they get two T1 mods and then craft it's STILL going to be a mediocre weapon.

So you collect multiple div cards then:
need to win the lotto on the augment orb
need to win the lotto on the regal
then you can craft 3 meh bench mods on it... why is something that maxes out at "kinda okay if you hit the lottory twice" because it has 3 shitty bench mods, "protected" from being any good by so many layers of collecting and then two lottery wins? never mind that the item can be a shit base item and not worth even augment orbing...

I feel like the design of POE is in many ways super tuned and intelligent with the goal of making the "I win" feel insanely good (like picking up the uber rare exalt or mirror, or crafting the super rare 300-800dps yellow.

However I also feel that you guys, Chris Wilson, and crew have outsmarted yourselves, and overthought and over tuned these systems so that MEDIOCRE crafted items are HARD, you've made the curve far too steep, so steep it's a binary and not a slope, a saw wave instead of s sine. there's 99% crap, .05% mediocre .04% good and 0.01% great. You could keep the 0.01% great, but make the mediocre 20 or 30% and the good 5 or 10% and make the curve far less binary. Right now the margin is so small that basically everything in the game that you can craft is shit, except the tiniest fraction of double lottery win's and even those are often not 0.01% great merely mediocre .05%.

You have over tuned it. You have 2 to 3 months worth of compelling gameplay per league with a crafting system that is seemingly tuned to apex out at 3 years, which makes it relevant to standard leagues, but really really shit for 3 month leagues. Without RMT'ing or lottery win luck you're simply going to not get to enjoy crafting unless you play in standard or are part of the 1% that are wealthy. Players in leagues get bored around mid 90's and only like maybe 1% of the games population ever makes a crazy good item because they are the only ones who can buy 2500 alts and 1000 regals and 1000 scours.

feelsbadman
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Oct 28, 2016, 8:04:16 AM
Last bumped on Oct 28, 2016, 7:02:20 PM
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You can regal directly, but it is still kind of stupid.

EDIT: I would not even call the crafting "crafting" in this game.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Oct 28, 2016, 8:32:24 AM
"
Char1983 wrote:
You can regal directly, but it is still kind of stupid.


yup, this card is probably not well-suited for new players who do not understand the game's mods system yet, the point is to turn in card -> Regal -> use Forbidden Master's crafting benches to add all the remaining mods you need

Orb "crafting" is usually better called gambling
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Here's how this card works:
1. Turn in card.
2. Hope for a good base.
3. Regal and hope for a good mod.
4. Bench craft remaining 4 mods you desire.

There's a little more complicated thing you can do (ie blocking a mod before regal then removing it), but that's the basic process outlined above.
Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed)
Lvl 94 Crit Mjolner Marauder
twitch.tv/savagewolves
"
zSavage wrote:
Here's how this card works:
1. Turn in card.
2. Hope for a good base.
3. Regal and hope for a good mod.
4. Bench craft remaining 4 mods you desire.


How it works in reality:

1. Turn in card.
2. Realize it's shit base.
3. Vendor.

:D
177
That's an awful lot of text to say that you are angry that you didn't know how crafted mods interact with alts/chaos/regals/etc.

Just buy another set of div cards. They are less than 1c each on ESC right now. There is also the gambling aspect of what weapon base you get. 99/100 bases you get from this card won't be worth crafting on anyway.
U MAD?
Let's for the sake of argument turn in the card and get a good base.

Now let's say you regal it and get a good mod on the regal.

Is master crafting 4 more stats really going to be better than what you'd get by just tossing a few high tier essences on your desired base item? I'm guessing no.
There is a RNG
Welcome to Path of Exile

The Web is a cheap and common card anyways, you can buy a bunch off poe.trade and roll them to your heart's content.
ign: Quepha
Last edited by Nykken#5643 on Oct 28, 2016, 12:13:26 PM
"
Vesuvius079 wrote:
Let's for the sake of argument turn in the card and get a good base.

Now let's say you regal it and get a good mod on the regal.

Is master crafting 4 more stats really going to be better than what you'd get by just tossing a few high tier essences on your desired base item? I'm guessing no.


It all depends on the base and what your goal for it is of course.
U MAD?
"
zSavage wrote:

There's a little more complicated thing you can do (ie blocking a mod before regal then removing it), but that's the basic process outlined above.


How do you remove the unwanted/blocked mod? (Without spending exalts.)
No wonder it's lost, it's in the middle of the jungle!

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