The Divine / Exalt Change is awesome.

"
vlmndd wrote:
Perhaps, these changes are to address crafting good items almost deterministically is too easy so the solution seems to be to nerf this in terms of access to relevant currency.

Similar philosophy can be seen from the Suppression changes. They claim it's too easy to cap it so they make it harder to get on the left side of the tree. But it doesn't change anything, because it's still a mandatory stat.



I believe somebody smoked in GGG too much weed and forgot that they added recombinators... Spell suppress, global def nerfs = they became overused only because you were able to transfer them to decent bases. Like noone will use dex gear for spell suppress if playing as energy shield character in 3.19, there was totally no need to nerf it, rofl...

I guess it's gonna be 3.14/3.15 story 2.0. Somebody in GGG underestimated the power of recombinators, and now trying to burn the crafting down for people not belonging to 0.1% mirror shop parties. But they got their lesson in 3.15, so they are trying to hide some changes before release...

3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you...
Last edited by Anngrat#4621 on Aug 15, 2022, 2:56:42 AM
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trixxar wrote:
The problem is there are some uniques where the difference between well rolled and poorly rolled is very large, it means the item is now wasted unless it is worth several Ex of currency to divine it.

So the change makes drops that would have been salvable now trash.

I don't see how that is a great thing?



You're correct that there are some uniques essentially designed to be divine spammed. Those should be looked at and changed, such as shako which they've already stated they adjusted the drop rate. I doubt it'l be 100% from oshabi, but at least they are aware.

That doesn't take away from the larger point I was trying to make; if you can easily and cheaply divine any unique to near perfect stats, you can't have powerful uniques that aren't a 1 in a billion drop rate. Now that divines supposedly are going to be very hard to get, AND they are used in meta crafting, that means well rolled uniques are going to be worth a lot more. That subsequently means MF farming for uniques is more valuable, and if it's a unique that has a valuable top end, you should pick it up and ID it because you might get lucky.

Further into my point, this change (assuming divine rarity ect ect) means that it leaves a lot of headroom for further unique item balance. Now suddenly you can have a starforge that *could* roll 1100 pdps. Before with the abundance of divines, that would FAR too OP because of the immediate availability of just bulk buying divines. Now with the hypothetical scarceness and price of divines, you CAN have uniques that are very powerful if they are well rolled.

It's a VERY, very good step in the right direction.
"
Bleu42 wrote:
Now suddenly you can have a starforge that *could* roll 1100 pdps. Before with the abundance of divines, that would FAR too OP because of the immediate availability of just bulk buying divines. Now with the hypothetical scarceness and price of divines, you CAN have uniques that are very powerful if they are well rolled.

It's a VERY, very good step in the right direction.


Dont really disagree with you, but if they were doing that, I think they would do it at the same time as the divine changes.

So short of some hypothetical future changes that seem unlikely, I guess if you get super lucky and drop a well rolled one, maybe some currency...


I dont see this as end of the world, dont get me wrong. I rarely used divines before honestly.

I just dont really see any positive side for most playstyles.
"
Bleu42 wrote:
Now suddenly you can have a starforge that *could* roll 1100 pdps.


But right now we are stucked with some garbage reworked uniques, kek. Good luck dropping 20/30 ashes, would be exact the same one in a billion. I hardly doubt that they gonna bring weapons even somewhere close to decent crafted ones...
3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you...
Give us divine shards, make harby great again :D
When talking about the crafting system in the game, don't forget about the existing eldrich crafting system. It is easy to use, "casuals" friendly, several times cheaper than metacrafting and also enables the creation of very powerful items.

In any case, players who needed to craft an influenced mod for their build, were in a worse position.

I assume that GGG is trying to make a balance between these crafting methods and that the new metacrafting will be exclusively for influenced items.
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Vendetta wrote:


Huh ?

The change is there only to shift the economy in a direction...

No one will USE exalts correctly even with this change...People who already slammed items will slam them even if exalts cost 500-600c, while players who didn't will never slam them.



They will and they will use them a lot.
This change is one of the best change in recent years.
Last edited by Aynix#7757 on Aug 15, 2022, 5:03:33 AM
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Aynix wrote:


They will and they will use them a lot.
This change is one of the best change in recent years.


The amount of crafts there slamming ex is viable is very, very limited no matter what amount of chaos exalted gonna cost. Without serious suffix/preffix mod pool rework or some change to exalted orb ( if not 100% chance to slam t1 mod, make it at least work as regal high tier mod in harvest). Without any change to exalted slam mechanics -well, it will be exact the same as in 3.18 - slams into clusters, jewels, those + gem bows and some 5 affix items, because suffix/preffix > reforge till t1 >aisling > bench craft combo would be too expensive for 99.9% of players.

The core problem with ex slamming is not the cost of ex, it's more about mod pool been to terrible to attempt to do it.
3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you...
Last edited by Anngrat#4621 on Aug 15, 2022, 5:16:25 AM
"
Anngrat wrote:
"
Aynix wrote:


They will and they will use them a lot.
This change is one of the best change in recent years.


The amount of crafts there slamming ex is viable is very, very limited no matter what amount of chaos exalted gonna cost. Without serious suffix/preffix mod pool rework or some change to exalted orb ( if not 100% chance to slam t1 mod, make it at least work as regal high tier mod in harvest). Without any change to exalted slam mechanics -well, it will be exact the same as in 3.18 - slams into clusters, jewels, those + gem bows and some 5 affix items, because suffix/preffix > reforge till t1 >aisling > bench craft combo would be too expensive for 99.9% of players.

The core problem with ex slamming is not the cost of ex, it's more about mod pool been to terrible to attempt to do it.


Two words.
Cluster Jewels.
"
Aynix wrote:

Two words.
Cluster Jewels.


Read my post more carefully? I already mentioned clusters rofl. People ARE ALREADY slamming clusters. Literally NOTHING gonna change here...
3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you...
Last edited by Anngrat#4621 on Aug 15, 2022, 5:20:50 AM

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