The Essence-ials of Drops
I agree, and part of that issue is that we have limited tools to "fix" items that have soured on us as a result of a RNG roll. Right now, these Rare items are done for after you get an undesirable mod as the currency needed to continue rerolling is prohibitive. Now a solution to this is to increase the amount of currency we receive, but this act in itself is Inflationary and has far reaching impllications. A better system is to buff an underutilized currency and crafting system, such as Essence.
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Its an interesting idea about how to use essences (that most of us have in a stash and absolutely never used it).
About how to use such essences, I personnaly have another idea : having a trash loot chest in hideout at the end of a map, with just white stuff you got on the ground of your map, that can be used to craft around. Like this you dont have to pick it up, and this trash loot chest is reset everytime you start a new map and only take white stuff on the ground of the map you just played. |
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" I dnt know about that one... But I agree in something. Would b nice to have a npc at the end of a map wich collect the stuff u didnt pick from the map and maybe transform it to gold or low currency... That will save u from picking stuff u dnt want to jsut sell or disenchant. |
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This would definitely increase the base amount of gold players receive without having to increase the raw amount of currency that is dropped. One of the benefits of this type of gold increase is that it again rewards players for playing!
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