Early game currency economy is tuned for trading, not crafting
" So, go play ssf? why are you even playing in TRADE leagues? thats the whole point of ssf to limit trades, please use brain |
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" IF that was their goal then they failed hard. Or they have a weird mentality that people should be ending act 2 with magic and not rares. Exalteds are the only tool to give items enough affixes to be relevant and they drop like 2 per act... that is like 10% of what it needed. Imho essenecs should go back to creating a RARE item with 4 affixes. Would reduce the demand for exalteds,regals and Alchemy. They should give us some control of tunning by making Chaos orbs more likely to affect the last modifier of an item than the previous ones. So we can add a modifier .. if w e dislike try to reroll it (with some risk still) |
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Everyone saying "go play ssf if you hate trading so much" are literally not reading at all. The problem is trading feels MANDATORY. I would normally be someone who would love to play ssf because I do not like trading very much, but I felt FORCED TO in order to keep my gear up to date through act 4-5 because I hit an extremely bad dry spell on items.
As it is, it is overwhelmingly possible to just hit a gear drought that starves you out of resources. If you've not had this happen, then you're lucky! I used vendors, gambling, regals, alchs, exalts, and began to run dangerously low on gold and orbs constantly by standing by my conviction to not trade, so SSF would have doomed me in that case. I caved and traded in order to progress, which should never be a forced scenario in my opinion. |
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This is because of three things:
1. Currency being rare. 2. Removal of the Crafting Bench and vendor recipes. 3. Runes being permanent. And this is just inherent on the way the game is designed. Currency will ALWAYS scale with the economic state of the game. Why would you want to craft on a shitty low ilvl piece of gear when someone else can use that on a much better item base, item lvl, and mod pool? Now this might be fine on.. say league start. When everyone is still in Act 1.. Sure. Everyone will probably try to craft their gear. But now, 1 week into the launch, with people having multiple characters in maps, you're better off buying their hand-me-downs. The only real solution I see to making "crafting" better is to significantly increase the drops of some currency (regals, exalts) AND reworking the effect of some currencies. Now I'm not a game designer so I haven't thought about how exactly is this going to happen, I'm just saying it is what it is. |
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OP is 100% correct. I would even say its true for endgame as well. Crafting feels like one giant newb trap. Trading is so much better. Crafting may as well not even exist. The currency drop rates need to be 10x, minimum, what they are now for crafting to even begin to make sense, and even then it would still be questionable.
Last edited by whowe1#7244 on Dec 15, 2024, 7:53:55 AM
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