The sacred orb is indicative of all the core design issue in the game
They claim to want people to be able to pick up the best items off the ground.
While I think a secondary quality system on armor is redundant it did actually provide the effect of making a ground drop the only way to obtain this item base and in a way completing that goal. And what do they do? Give us another blessed orb totally invalidating that. /edit CW posted on the real forums (reddit) saying it's 3x as rare as exalt. oh yea that makes it all better! its going to be so rare and expensive to even try and get it so its all fine now....... :-| [Removed by Support] (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س Last edited by RitualMurder#3177 on Oct 12, 2021, 2:46:07 AM Last bumped on Oct 12, 2021, 4:01:50 AM
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" Rather, it is indicative of knee-jerk game design, a lack of understanding of their own game, and their addiction to reddit. |
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GGG not being good at balancing their own game, and catering to the toxic cesspool of ignorance that is Reddit aside,
They said they wanted to increase overall defenses, so it's weird that it was RNG to begin with. And we don't really know how rare the Sacred Orbs will be, it might be rare enough to be an item only worth using on items worth like 50ex. For most easy to obtain items, it'd just be like insignificant min-maxing. But it would be uber lame-o if you got an omega-rare drop with lower stats. |
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I hardly see how anything about this is reddit's fault, Chris just has a personal vendetta against "perfect items". He mentioned "perfect" 11 times in his explanation and defense of the orb.
Frankly this is just useless bloat, no matter how much they rework Armor and Evasion, only ES builds will ever care about this. Especially if the currency to fix gear it is six times rarer than exalted orbs and totally RNG. All it does is limit which items are considered "good" bases to craft on. I don't understand the purpose of making it so rare, if we treated it like baubles or whetstones, sure. Something you can do to slightly improve defenses. But for the average player, they might as well not exist. People are still going to select found gear based on affix rolls, base defenses are just going to be the cherry on-top, or a stain on an otherwise good item. For found gear, on average you're probably going to have just as many below average pieces as above average ones and it will be net neutral defensively. Meanwhile anyone who plays long enough to be able to afford to craft decent gear will just use near-perfect bases. Gear floating around in trade will be better on average and it will be even harder to find competitive gear through drops. RIP everyone who was collecting perfectly rolled uniques. They're probably going to be the sole market for these garbage orbs. It's such a poorly thought out system. Last edited by jerot#5117 on Oct 12, 2021, 3:04:39 AM
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This random values fiasco is just sad. there are 100s of problems in this game that need attention and GGG decides to open yet another vanity project - this time it is clear that they do it ONLY for one reason: to keep people playing with FOMO
there is no other reason they introduce it. 'want a perfect item? play 10h a day' it solves no other problem. not a single one Last edited by sidtherat#1310 on Oct 12, 2021, 2:20:59 AM
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it's inconsequential.
despite their statements of not wanting "perfect items" they had the chance to make getting them more difficult and missed it. if "making a orb rare" ever solved such a issue, why did they remove eternal orbs? --- the good thing of sacred orbs: they add to the item's progession path. like scraps and whetstones already do. it's just that ggg never cared for their importance before and so never really cared for item progression. they had the chance to make them rarer after fusings didn't consume a item's quality anymore but didn't do it. why? now they suddenly care for item progression. i want to speak to the manager please!!!1111 --- update: i spoke to the manager and it occured to me that they needed to invalidate all the perfect items players were able to craft with harvest. also, a non-modifiable defence value doesn't make sense because just increasing the values for es/ev and armor would have had the same effect. age and treachery will triumph over youth and skill! Last edited by vio#1992 on Oct 12, 2021, 5:27:08 AM
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