Salvage vs Disenchant
I think it's great that we are able to dismantle gear for materials, whether that be for socket, quality, or crafting currencies. What I don't really like is that I have to visit two different vendors to do this. This ends up creating quite a lot of tedium in the scope of the game.
Suggestion: Combine salvaging with disenchanting and let me dismantle my gear giving me all relevant currencies. Ex: a 2 socketed, 5 quality blue chest piece would dismantle into 2 socketing artificer shards, 1 transmutation shard, 1 armorer shard. If the concern is that this will inflate the economy too much, you could offset this by very slightly reducing currency drops in the world or something else. I am a huge fan of picking up gear, identifying things, dismantling etc -- I would just like to reduce the tedium and tidy up the gameplay loop a bit. Cheers! Last bumped on Dec 15, 2024, 3:01:14 PM
|
![]() |
Sounds good, even when adding qol features like the ability to mass id items they could have added that function to existing vendors but it’s hardly a pressing issue atm. Looking forward to seeing how this game evolves.
|
![]() |
I would add from myself idea of adding dismantle and disenchant button to inventory. Two separate buttons to be specific cause if we merge it into one and make it give us for example.: Artificiers Shard AND other currency shards that would inflate market too much.
So to shorten the grind loop and lessen the frustration through all 6 acts (cause you can argue with me that you can use your own hideout later and make all benches next to eachother), making those buttons separate would keep the idea of different resource extraction to our willing and made it more quality of life upgrade. |
![]() |