Early game upgrades and crafting-> Multi mod is too expensive and hard to access

Ok so I just watched the recent podcast and there was alot of debate about early game crafting and item upgrades. and the easy solution is there already and thats "can have up to 3 crafted modifiers"

Back in the days multimod, and you could have as many crafted mods and you could fit in the item, was the thing, because we didnt have harvest, influences, awakeners orb etc you name it.

Then multimod got nerffed to max 3 modifiers and along came influences, double influences, harvest and what not.

Multimod was left in the shadows with stupid access path and for todays standard, a stupid price of 2 exalts to get two bench modifiers which are just so bad compared to what you can get just with alteration crafting.

my proposal is. Make multimod along with other prophecy boss crafting mods a baseline in the crafting bench, make them cheaper ( regals instead of exalts )
that would open up early game crafting and item progression so much while leaving top end crafting where it is.

Sure prefix/suffix cannot be changeg would be cheaper, but still the steps after applying those are still gonna cost you a metric ton of currency.

EDIT: I wasnt fully aware of how multimodding is used in the top end crafting so
I think there should be another way then.
Last edited by Shatraugh#5113 on Sep 2, 2021, 12:28:52 PM
Last bumped on Sep 2, 2021, 4:59:24 PM
More than two crafted mods would make an item good enough to use. If they made it easy to make items that were good enough to use, there would be no reason to trade or to look for better items. People would then complain that the game was pointless.

Players need to realize that getting what you want removes fun from the game. Being given what you want is even worse.

"Good enough" needs to be rare... not something you should feel you could make when ever you feel that need.
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Shagsbeard wrote:
More than two crafted mods would make an item good enough to use. If they made it easy to make items that were good enough to use, there would be no reason to trade or to look for better items. People would then complain that the game was pointless.

Players need to realize that getting what you want removes fun from the game. Being given what you want is even worse.

"Good enough" needs to be rare... not something you should feel you could make when ever you feel that need.


The main point of the debate was that theres no easy way to get thru the first brick wall in gearing. Once you reach red tier maps stuff get alot tougher and you have to start investing currency on better gear just to manage in the high tier maps. multimodding items gets you to a point where you can do regular maps with ease which is the earliest end game there is, but even the earliest content reguire stupid investment which can be sorted with multimodded gear.

once you start juicing your maps with delirium and stuff like that or speed running bosses multimodded gear will for sure fall of sooo quickly and you have to lean towards high end crafting / buy that high end gear.
Agree somewhat. But metamods need to be expensive for Exalted orbs to have an actual use in the game.
If metamods didn't cost Exalted Orbs anylonger they would literally be the worst currency in the game.
I agree 100% with Chris on this matter. "Early game" should be all about FINDING upgrades and replace your gear, instead of creating an item you will wear for 30 levels.

When you reach endgam, your build may need cratin items with certain mods, and crafting should be a more valid choice. But early game should be all about upgrad replacements - which you can make a little bit better with the crafting bench.

People go on and on about "drops suck". Of course drops will suck, if you're running around with multimoded items in the "early game".
Bring me some coffee and I'll bring you a smile.
Last edited by Phrazz#3529 on Sep 2, 2021, 11:42:07 AM
It's hard to buff multimod now that it's borderline broken for harvest crafting.
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Deadandlivin wrote:
Agree somewhat. But metamods need to be expensive for Exalted orbs to have an actual use in the game.
If metamods didn't cost Exalted Orbs anylonger they would literally be the worst currency in the game.


Fair enough. I'm not too familiar with top end crafting so wasnt aware of that.
Maybe there could be a solution to keep metacrafting expensive while allowing cheap access to the crafting system
Last edited by Shatraugh#5113 on Sep 2, 2021, 12:24:47 PM
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yamface wrote:
It's hard to buff multimod now that it's borderline broken for harvest crafting.


wasnt fully aware of the value of multimodding in the top end crafting so fair enough. maybe there could be a similiar solution
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Shatraugh wrote:
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Deadandlivin wrote:
Agree somewhat. But metamods need to be expensive for Exalted orbs to have an actual use in the game.
If metamods didn't cost Exalted Orbs anylonger they would literally be the worst currency in the game.


Fair enough. I'm not too familiar with top end crafting so wasnt aware of that.
Maybe there could be a solution to keep metacrafting expensive while allowing cheap access to the crafting system


I think one solution could be to reduce the price of metamods somewhat, but add new crafting options to the game that are somewhat deterministic and uses reagents like Anulls and Exalted orbs so those currencies become relevant again.
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Deadandlivin wrote:

I think one solution could be to reduce the price of metamods somewhat


'Prefixes/suffixes cannot be changed' can be used to force certain modifiers and the same goes for 'cannot roll attack/caster mods'. Metamods are extremely powerful and the 2ex cost is more than justified.

Just to give you an idea on how powerful this is:
Spoiler
Let's start of with 2 elevated modifiers that have been fused to one item with the help of an awakener orb.



Add metamod


Use harvest's reroll with new lightning mod - guaranteed res that can be switched to any other ele res


Add metamod


Use harvest's reroll with new caster mod - guaranteed additional curse


You can then finish the item with an Rank4 Aisling which is a repeatable 50/50 since you can always guarantee the additional curse mod and bench craft the last slot.


Do not touch existing stuff just because you don't understand it's power. Instead ask specifically for something that solves your problem.

Something like a new content similar to the labyrinth with a blessing font at the end that let's you add 1 of x modifiers that clearly shows you what you're adding to the item like a more powerful menagerie combined with a craftingbench.

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