Global Itemization. The Core design needs to change.
I want to address this concept in different parts which all play a role in creating a better loot and crafting experience. Each base type redundancy, roll probability, drop incentives and cleaner crafting.
Base Item Type Redundancy This includes all items types that have a small difference in base stats with nothing else involved. These item types should be sheered to pinnacle level points of gearing and they should have unique attributes. A good recent example of this was in Heist, with Anarchic Spiritblade This is a weapon with a unique feature that appears in both lower range and upper range of itemization. Currently there are 3 different types of most armor with no notable difference in their purpose. Most of which don't even touch late game. Nearly every item base type should be reduced to 2 tiers, one of these will be it's end game version and every type should have something Unique to that type. As example currently there is Copper Plate, Bronze Plate, Golden Plate. This will be reduced to Copper Plate and Golden Plate. While Copper Plate would be averaged into level scaling, Golden Plate will be changed to the lvl 60-70 range. Both Armors would provide something like -Chaos Damage Taken. Item Base & Stat Roll Probability As mentioned above redundant item bases will be reduced and given their own end-game viable variant with their own perks. Once a player begins killing enemies of the item level required, in this case lets say Golden Plate is Lvl 63, then Copper Plate is no longer available to drop. This concept then plays into ilvl of the item and which stat range is available to roll on the item. For comparison purpose an ilvl 40 Item can roll Tier 15 Life but it can obviously not roll Tier 1 Life. However on at ilvl 84 an item can no longer roll under Tier 6 Life and up to Tier 1 Life. If the ilvl is higher, say 85 then Tier 6 would be removed as a potential roll. Influenced items will follow this same concept however there will be a higher chance of each potential roll having at least once Influence. If the item is double influenced it will pick one from both pools. Drop Incentives A fairly easy concept. Naturally rolled drops have a small boost to their rolls through a flat bonus like Veiled enchants. This bonus could encompass all rolls or just a few. The key point here though is that a drop item has a potential of being very good. This item can be Annulled or Crafting Benched. However the moment it is Scoured the bonus is gone and crafted mods do not gain this innate enhanced roll so there is still a good amount of room finding that near perfection. This gives drops a slight potential advantage over pure crafting but will often still encompass crafting. Cleaner Crafting Just from reading above you can probably tell how it would become much easier to make worthy gear with just a crafting bench roll. You can even get the close your eyes and Exalt it. Annul, try again. Potentially brick. Either way. this makes use of all the crafting orbs we have without specific need of other game mechanics like Harvest or Delve. If all number align properly the drop items crafted to perfection will be the top end items while crafting still very good and functional items with all the stats you'd need is considerably easier in both chance and clarity. All these changes would apply to Delve / Harvest Crafts. Allowing players to target craft much easier and without totally halting their play experience. _______________________________________________________________ I'd love to hear any other player feedback or ideas on this concept. I hope even more that the right people might catch wind and read our thoughts. "Never trust floating women." -Officer Kirac Last bumped on Aug 13, 2021, 10:56:38 PM
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