The Divine / Exalt Change is awesome.
+1 to what OP wrote. I feel like the uniques are more unique this league and have a different, more important value put on them. And the exalts makes sense to be used how they were designed. GGG needs to continue and rework more uniques to work with the current game.
My only gripe is that the divines are maybe a bit too pricey to be used how they were designed to be used anymore. Some or any vendor recipe for divine shards or orbs should exist to balance it a bit. | |
All the high-end crafters out there that flood the market [Removed by Support] makes this Casual gamer ready to quit the game again. I left a year ago, came back, if currency still does not drop in abundance to play the game, craft end gear stuff and so on [Removed by Support], i will be gone again.
I will not turn into a pay to play player just to keep the high-end crafters happy with cash in hand. Any changes to currency drops are wise to keep this game going, if not, you elitists can sell to one another to have a casual, me, only to leave again. Brewskie Last edited by Lisa_GGG#0000 on Sep 21, 2022, 8:08:17 PM
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I have slammed every exalt I have found so far. I have slammed more in the first month of this league than in all previous leagues combined. Actually slamming stuff that is worth pennies because an extra t2 or higher mod will make it worth a lot. In one instance I turned a 10c exalt and a 10c chest in to a 2 Div flip. I crafted an entire end game cluster through alt spam, regal and ex slam that sold for 1 Divine. It's luck sure but it is worth trying. People say slamming still isn't a thing and they are wrong.
I have paid 10c and 2 Divines for the same unique. One to just get started and one with good rolls to min/max. I have paid 50c for a 1c ring with perfect mods. I used to just buy the cheapest one on the market and throw divines at it until I had a roll I liked. You can still sell three poorly rolled uniques to a vendor for a new roll so if you want to gamble on that you can just buy out bad rolls of uniques that are worth alot when well rolled. I really enjoy this change. I feel like easy access to slamming is a lot more valuable than easy access to divining, especially when you still have access to divining via the vendor recipe. My only complaints here are that I feel that not being able to reroll your mediocre rares is harsh. The harvest craft should be brought back. Secondly they need to introduce divine shards to revive harbinger. Perhaps add a vendor recipe for the shards like the current exalt shard recipe. Some div cards wouldn't hurt either. All in all I prefer this to the way it was but they need to tweak some things to make divines a bit more common ( via div cards and shards as mentioned ) so that the price comes down a bit. The idea is better but there are so many things that were put in place under the previous economy that should be adjusted to the new one. Last edited by Impiousbe#0903 on Sep 19, 2022, 4:24:15 AM
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Don't necessarily agree with the change.. if GGG wanted to give more power to the average player (enabling the mod slam for everyone), they would have swaped the effects of the currencie, slam with div/reroll values with ex - so you can still benefit from the ex shards/ex cards.
But this was intended to be a nerf and a huge economy shift which actually prevents regular players from accessing good gear - 1div=200c, 1ex was usually around 150c. Also.. who the hell wants a Divine T-Shirt!!! |
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I played alot this league, killed all ubers, just didnt heist or delve, because for me, they are annoying AF. Lakes is overrated, I only did Diffs 12+, since rewards are crap, 1 lake per 200ish maps, since rolls are pretty awful.
This league felt like a standard, anyway. About exalt >< Div I spent more exalts making slams, obviously getting noob rolls, crap tiers, unwanted stuff, I normally used harvest to craft my stuff, now i just farm and buy, because crafting feels pretty bad. Rerolling stuff... Honestly, about unique prices better rolls was always more pricey than crap one, but we got multiple problems. 1 - Its not only about unique Items, to reroll my rare belt and get AT LEAST 18% of 10-20 in one mod and 20 of 16-20, spent like 11 divines, this feels bad AF, pure RNG crappy, 2200 chaos just to make it work felt like robbery. 2 - Harbinger is now the most crap crap on this game and should be removed if nothing changes. 3 - Cards, we got like 20 cards for exas, none for divs, they planned this game around exalted being meta, then just made this unbrain move. 4 - Everyone who needs a proper slam before 3.19, was using LEO T3 or Aisiling, so, for me, this changes are just crap, made me get less raw currency, made me spent TOO MUCH on reroll RNG. I not saying all this ill make me stop playing, but ill stop me making more than 1 char next season, because not worth my time. |
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" sorry can you clarify this? what are you talking about? response to OP. The change is not awesome as the rollout was terrible. literally making it drop only was not the best idea exalt slam? I guess? maybe for SSF, even then its still rare i have had 3 natural ex drops and 2 natural divine drops since the start of league, with one character consistently doing T16s i dont think that gives much of an option to "exalt" slam and how "awesome" this is. for trade league fine, but SSF its kind of student. gutting harvest just makes the whole crafting part of it even harder as many of stated, it killed high end crafting, but it also killed entry level crafting for newbies. there is no method for low to mid range crafters to compete with no life players who can stack up their currency, items, etc. back to the topic, as others have stated divine/exalt exchange would not be as bad if they had div cards, vendor recipes, and harbinger shards for divine. simply put, it was a bad change. it was stupid. it was not tested. it just feels bad. good for you for being able to exalt slam some stuff, but pricey or not....exalt slams does not seem like a cost effective or even viable method of crafting i am omitting my opinions on divine rerolls for items.....it just feels bad. they basically just gated low-middle level players from the opportunity to create great rares/uniques with rerolls. trade league items are massively overpriced Last edited by sekushiiandee#4336 on Sep 19, 2022, 12:46:33 PM
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" my experience as well. Good change [Removed by Support] Last edited by Lisa_GGG#0000 on Sep 21, 2022, 8:00:31 PM
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" I believe they are referring to the sell three of the same unique for a new, fresh rolled one. This sounds ok, but in practice, ain't nobody selling 3 uniques to a vendor that were worth anything to begin with. Maybe a niche leveling unique or somehting, but certainly not any desirable unique that would be better off traded. Also, a bit of a side note generally speaking but CW said no to divine shards. I do think more div cards are coming for divines, but that will take many leagues to get up and going to where exalts were (and likely intentionally hampered) The loot and currency pressure is here to stay, like it or not. "Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln Last edited by DarthSki44#6905 on Sep 20, 2022, 10:16:04 AM
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" Yes, You can sell three of any unique to get 1 new one back with new rolls. This is only really relevant for mid-tier uniques where bad rolls are cheap but good rolls can be expensive. For example the claw I am using is 5-10 c for a random roll but a perfect increased int roll was 1 Div ( when I bought mine, haven't checked for a while ). You can realistically buy out a bunch of cheap ones and vendore them and have a realistic chance of turning a profit. There are plenty of other uniques I am sure where this rings true. Obviously once you get a top tier unique you are still going to simply use divines. Also contrary to what I think a lot of people seem to think divine cards are community driven. GGG doesn't design them themselves. I do believe that due to the change new div cards will get released for divines as players that can design them will want more access to them. I am hopeful for the shards. I think previously shards would have been overkill because of the six link recipe that gave divines. Now that that is gone I think shards could be implemented. On an unrelated side note. I gathered up an ex with shards yesterday and slammed T1 fire res on to my belt. My experience so far with slamming has been stellar ^^ Last edited by Impiousbe#0903 on Sep 21, 2022, 5:30:20 AM
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" That's not entirely accurate. The player that purchased the div card design gets to submit the concept and flavor, but GGG decides the balance and implementation. If a player wanted a "5 divine card" GGG could easily just say no. (If they like the current rarity) Plus I'm not 100% sure they are even selling more div card slots, so again, like I said, this might take a few leagues to work out with existing designs. Finally you can be hopeful on Divine Shards of you want, but the question literally came up on the livestream and CW told Ziggy it wasnt happening. Lol that's about as clear as you can get from the lead dev. "Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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