Regal Orb vs Exalted Orb Balance (Chris read please)
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This has been a reoccurring topic in game. I had mentioned something to Chris and felt it received a hasted response so I am going to try to explain why reversing the rarity of these two should make more sense than currently implemented.
As it stands it takes an average of 300 or so Alterations to roll decent mods or even a single good mod. One fail regal can make it unjustified to try to save the item with exalted orbs considering the rarity of Exalteds and equal randomness on rolling the additional mods. Regals should have exalteds rarity in terms of drop rate and exalteds moved to regals rarity with recipes heightened or removed. This still has a great chance at fail rolling with a slightly better odd if being able to save those 1 weeks farm of Alterations. It would still take years to max godly gear on a single character, but with a little less "I just got s#1t on" feeling. To people that say "omg whiner", this isn't a whine thread, it is a suggestion to fix the system or adjust it. I am just trying to help. Credits for this go to he who does not wish to be named. This thread has been automatically archived. Replies are disabled.
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very well said this time =)
it also further enhances random drops from exalteds being affordable enough to utilize them on 4-5 mod rares found while leveling or rolled via alch/chaos. it will also fix the terrible imbalance of price regal is currently going through. big supply choked by low demand stemming from very low usability due to high roll odds of blue mods on alts and wisdom'd blues. you end up with 20-50+ regals w/o the thousands of alts it takes to use them. regal is the only orb that has a pre-req to use it to its full potential (aside from divine which rarity fits) that i can think of, which makes it hard to use. combine that with the relative ease they are to attain and we have the situation we are in now. i could blow through all my orbs and each 1 give a chance of bettering my gear that i wear and be stuck with a pile of regals that i cant use. currently (using current names and use) find white/blue use alts till desired mods roll regal if hit (almost never) then exalted else = trash 200-300 alts + regal should be find white/blue use alts till desired mods roll exalted if hit (almost never)roll 3x regal if miss roll 3x regal to try and fix if exalted + 3x regal miss trash 200-300 alts +exalted +3regal. another alternative would be for regal to add 2 random mods. allowing you do roll items with good secondary mods and still have a chance to roll double ed. i would still suggest the swap of exalted/regal as it will still be much more sensible to only regal weapons that already have ed for 2 shots at getting the ed/acc, and same can be said about necks with spell damage or weapon ele etc, or any other slot, but its another idea. another alternative would be to lower roll odds of higher lvl mods on blues. (i dont even know if they are weighted) if this is even possible. this would also result in more blues to regal and boost usability of orb and demand. more regal rolls = more regal hits and less you care about misses. i made a lot of points in this post and hope it all makes sense. its prolly the single biggest problem in the crafting system that i can point out. hopefully it gets some attention or atleast gets some feedback from devs from their side of it. i think the rarity swap solves the problems with value/demand and enhances play experience by having a chance to better an item that isnt already godly w/o it costing the entire net worth of your char. IGN: @Chopatron
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Agree completely.
Right now i have 40+ regals with nothing at all to use them on. The currents system does not allow people to craft. It needs to be adjusted or as the game progresses everyone will have 20+ regals and their value will be worth potentially less than an alch. |
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Also quick sidenote on this issue. By doing this it will also increase the value of a Divine orb. Divine is bordering useless with the current craft system.
Another suggestion to fix this would be using a Blessed Orb instead of rolling implicit mods, have it remove a regaled mod and at the same time bump regals rarity or remove the easy recipes. This is the smaller of the two changes. |
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" haha Chopatron = Voldemort I wish GGG would have a sit-down with Chop and tweak the crafting system together. The guy makes too much sense to ignore. This is definitely one of his many reasonable suggestions that would greatly improve the state of crafting. | |
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+1
Death by lag in HC = the most widely told tale to hide the shame of a miscalculated/overzealous death by game :)
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I'm definitely not a fan of the current system. In theory for a top-end item, the goal is to reach 6 mods. Realistically with the way its set up, you are going to at most be able to get 3 good mods.
First 2 via Augment/Alter spam. Third one with the Regal afterwards. At that point, all you can do is Exalt it to 6, and cross your fingers. Because if you don't like those 3, you're going to have to repeat the first part all over again. In contrast, simply using Chaos Orbs gives you up to 6 shots at good mods. So you have 3 mods that are "just as good" (ie totally random), and then 3 more mods that are not as good (on average). So what I actually would like to see is an Orb that lets you convert a rare item DOWN to magically. Keeping 2 of the mods at random. You could even make it vendor purchaseable for X stacks of Alterations. The main result here is that it would *save time*. If you get a bad Regal roll, you could apply this new Orb, and have a 1 in 3 chance of keeping both of your quality mods. So if it takes an average of 120 Alterations to get a worthy item for using a Regal on, then the new Orb could be available at a vendor for 40 Alterations. Additionally, it opens up the door for getting items with more than 3 good mods. If you take a regal'd item (3 good mods), and roll a bad mod, you can use the new orb to drop it down to 2 (50% chance of keeping only good mods), and then work your way up again. Expensive, but it would also increase demand on Regals. NewDude: I killed Brutus. Now I have no quest. So what now?
Guy: I guess there are people that NEED quests for direction. Guy2: I always wonder how those people get through life. GuyMontag: They get married. Wives are like quest-givers. |
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I made a normal 20% - 6 socket item into a rare with alchemy then used all my chaos to try and get stats that were good. Now I have a weapon that is terrible, no chaos orbs, and nothing to really do but hope I find something worth more chaos orbs. It's somewhat frustrating. :(
Last edited by Greenmind#4606 on Feb 15, 2012, 6:47:21 PM
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that has also been suggested wyldmage, and would somewhat work. its like a step up from scouring. selective scour.
then you will get to experience scouring missed exalteds that cost more than your whole char's worth for 1 random mod. that suggestion fixes regals fairly well, but it does not fix exalteds at all. to put it into perspective, you can regal/scour 10 times in your suggestion and it will still only equal 1 missed exalted. its the same roll but 10x the cost, and it takes 3, not 1. i still think rarity swap is best, but i would even settle for that suggestion atm. IGN: @Chopatron Last edited by Chopatron#3662 on Feb 15, 2012, 7:19:04 PM
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We do a lot of simulations regarding the item system and the speed of convergence on good rares.
It's very unlikely that the Exalted Orb will get any more common than it currently is. It's a brutally powerful effect, allowing rares to gain additional mods. Without that item in the economy, rares would be stuck with the number of mods that they roll. I am open to the Regal Orb becoming substantially rarer and granting more than one mod when it's used - this is something we've considered but haven't acted on yet. Perhaps it'd be a different currency item? Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help!
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