Exalted and Divine Orbs

they need to undo this change, or at least let 6 links still give divines, that's just ridiculous, pretty sure this has to do with rmters and not crafting
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Rextec wrote:
they need to undo this change, or at least let 6 links still give divines, that's just ridiculous, pretty sure this has to do with rmters and not crafting


Maybe, but this change like it or not makes sense from the point of unique items gaining in value and crafting.

To add a mod will be cheaper, to make it perfect will be a lot more expensive.
Last edited by TorsteinTheFallen#1295 on Aug 12, 2022, 7:37:43 AM
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TorsteinTheFallen wrote:
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Rextec wrote:
they need to undo this change, or at least let 6 links still give divines, that's just ridiculous, pretty sure this has to do with rmters and not crafting


Maybe, but this change like it or not makes sense from the point of unique items gaining in value and crafting.

To add a mod will be cheaper, to make it perfect will be a lot more expensive.


it does not make sense at all, it's not even worth exalt slamming items because the range is so insane to hit something actually worth while. exalts will become the new anuls, worst change they've ever made.
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Rextec wrote:
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TorsteinTheFallen wrote:
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Rextec wrote:
they need to undo this change, or at least let 6 links still give divines, that's just ridiculous, pretty sure this has to do with rmters and not crafting


Maybe, but this change like it or not makes sense from the point of unique items gaining in value and crafting.

To add a mod will be cheaper, to make it perfect will be a lot more expensive.


it does not make sense at all, it's not even worth exalt slamming items because the range is so insane to hit something actually worth while. exalts will become the new anuls, worst change they've ever made.


but this makes sense in the crafting process

first you get the mods you want via exalted / annul
then once you have the mods that you wish to have, you divine them
you'll use harvest craft option for this anyway, it's a divine with lucky modifier values.
normal divines will only function to reroll mods on uniques.
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Esubane wrote:
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Rextec wrote:


it does not make sense at all, it's not even worth exalt slamming items because the range is so insane to hit something actually worth while. exalts will become the new anuls, worst change they've ever made.


but this makes sense in the crafting process

first you get the mods you want via exalted / annul
then once you have the mods that you wish to have, you divine them
you'll use harvest craft option for this anyway, it's a divine with lucky modifier values.
normal divines will only function to reroll mods on uniques.


If Harvest craft stays then he's right, it's about rmt. Not sure.

The Harvest crafting options have been overhauled. Many have been rebalanced and tweaked, while others have been removed or found new homes.



With this happening Harvest is either getting exclusive reroll possibility or will get a hammer too.
Last edited by TorsteinTheFallen#1295 on Aug 12, 2022, 8:10:53 AM
If Harvest keeps the div roll, each and everyone chasing currency seriously will have to spec for it in the atlas.

I expect it to be removed and to be added again in a later league.
Did you try turning it off and on again?
discerning the hype of virgin playees to be exalted-orbing items

how divine

and

validating the divine-throne or- rather- throning the divine orb ...

dethroning the exalted-orb tho.... really the DOUBLING or via absolutely staggering values MULTIPLYING the DEMAND for this THRONED divine-orb SIMULTANEOUSLY REMOVING its stable-staple recipe (receiving a value of zero") SUPPLY (:fore all) with no ALTERNATIVE ...

that's a game-quitting macro-shift board-caliber-seeming decision alarm-bell-sounding backwardsness-seeming scarcity-logic landmark-happening . . .

with beyond
harvest
league mechanic
master memories
I was really even hyper yup until the announcement about divines became the error-too-far: "Six-Links Now no longer grant divine-orbs, ^_^ they now grant 20 orbs-of-fusing" . . .

alignment, emphasis, orientation and access bring jamboree jubilee shmorgaspord free for all cornucopian ... without the incriment ingredients (access) though (orientation) miracle molecule (emphasis) electrolytes endorphin (alignment) entheogens enthnobotanical will not network networth (bloom)

naturally

naturality

naturality naturally

^_^ mist eerie us elemenT yuM ^_^

How Divine - Hopefully - We All Just accept Adjust here and activate to see the forray of divine-orbs-sans-recipe as no-go, unjust, unacceptable

fun fun fun fun fun

!

how to divine
in absence of divine orbs
and what all do divine orbs do now
and how do we get divine orbs meow

miau, how should we be nurturing moderate and top tier craftees and meta-unique enjoyers * how we should be (nurturing)

quite a gift this logic puzzle, thank you GGG for the antagonism-playful; most easy solutions being the recipe being made to be sundered being clearly-of :) YEET YIKES WHOOPS SI :D
Last edited by Hulluhbuhloo#1430 on Aug 12, 2022, 10:10:13 AM
A great change in so far that we can use Ex to craft more with but the price of Divines will go through the roof now and buying gear will be much more expensive.

It really surprises me how GGG make these decisions especially when the other ways to get divines will be removed.

They better come out and give some kind of justification for this change but they probably wont.

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TorsteinTheFallen wrote:
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Rextec wrote:
they need to undo this change, or at least let 6 links still give divines, that's just ridiculous, pretty sure this has to do with rmters and not crafting


Maybe, but this change like it or not makes sense from the point of unique items gaining in value and crafting.

To add a mod will be cheaper, to make it perfect will be a lot more expensive.


I understand your thinking, and I too think the 6-link change is ok, not a bad idea at all, because the market was flooded with divine orbs, so they where worth nothing.

But the problem is that all "metacrafting mods" will need divine orbs now, and that change will hit the whole playerbase rly hard. Because multimod is still a viable crafting option for mid to early endgame gear, and then you start using prefix/suffix cannot be changed more, etc ....

And now you have to use a divine orb (a reroll currency) for crafting and dont have it for rerolls anymore, because there is no way other then luck and maybe heist to obtain them in the future.

The solution would be letting the "crafting sheme" (metacrafts) be at the crafting currency (exalts). That way the missing supply from divine orbs would not hit as hard, and exalts would not fall down into oblivion, because they still have this important metacrafts to do. Especialy important for SSF player, btw.
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Deliverme wrote:
This feels bad on so many levels honestly


That is a best comment, no jokes here.
I feels bad for ppl and ggg devs who can't see all those levels.

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