Crafting Improvement Suggestion

So crafting right now is in a rough state. I think a good way to improve crafting is to use something similar to the Crucible Trees. The below is a list of suggestions relating to crafting which would increase player agency, add layers to the crafting process, and create clear steps when crafting to create optimal items. Additionally this system would emphasize the value of normal items when crafting by encouraging players to create multiple items as a part of the process (The additional content section includes content I would like to see added and how it can interact with this new system).

Have the tree start with the implicit modifier of the item. Different Currency Items add the next layer/column, each of which has 2-4 options. Any affix which shows up on the crucible tree can not show up again (so if you roll Attack Speed on one node, Attack Speed is removed from the pool of what can be generated later on a different node on that item). There is no cost to make your choice as to what modifier you want. Additional columns branch off the chosen modifier from the previous column.

-Transmutation Orbs make a normal item magic, and adds the 1st column. This new column has 2-4 options for the player to choose, and you only get to choose one.
-Augmentation Orbs add the 2nd column, which again has 2-4 options.

You could still have modifiers listed as prefix and suffix mods, and so the Transmutation Orb could provide 2-4 mods mixed between the two, and if the player picks a prefix, the Augmentation Orb only provides suffix mods.

-Regal Orbs turn a magic item into a rare, and like the other orbs adds a new column of 2-4 choices.
-Exalted Orbs add an additional column of 2-4 choices up to 6 columns.

-Chaos Orbs adds an additional option to the current choices, up to 4, and is done before choosing a modifier. --- This allows players to add additional choices if none of the choices are appealing, or add additional dead mods to prevent them from showing up later.
-Annulment Orbs removes a random modifier from the current choices, and locks that space, effectively limiting the next choice to 3 options. --- This allows players to remove a modifier they want to show up later, as an example if the current choices are between Attack Speed and Critical Hit Chance, the player would want both, so annulling one of the choices lets it show up later.

-Divine Orbs just change the numeric value of chosen nodes.

Omens: I like omens in concept and would more or less keep them functioning the same. Some examples for omens could be:

-Next exalted orb adds 4 modifiers
-Next regal orb adds only prefix modifiers
-Next exalted orb adds modifiers that are at least tier X

Essences: I like essences, but would like to see some things changed, this includes making the essence mod be marked as such and limit an item to only 1 essence mod (Please read the Recombinator section before freaking out about only 1 essence mod).

-Lesser Essences take the place of a transmutation orb, forcing one of the node options on the added column to be of a specific category. Mark that node as an essence mod, so if it is chosen a greater essence can not be used.
-Greater Essences take the place of a regal orb and behave in the same manner as lesser essences.
-Corrupted Essences I really dislike them behaving like omens. I would prefer to have it be something like a vaal orb, corrupted an item only if it does not have an essence modifier, creating specified results.

Recombinator: Have the recombinator combine the two trees, up to the shortest tree between the two items (so if an item has 4 columns and another has 5, and you recombinate them, it only goes to the 4 columns). I would suggest the following behavour:
-Items created through recombination are labeled as "Expert" items, expert items can not be used as materials for recombinating.
-The affix tree on the expert item is randomly chosen between the chosen modifiers of each column (so if one material item has Attack Speed and the other material item has Critical Hit Chance, the expert item will have either Attack Speed or Critical Hit Chance).
-Have the expert item erase all unchosen nodes. (This resets the list of affixes allowing for the unchosen affixes to reappear.)
-Expert items do not retain the special node tags (such as essence or fractured mods). this allows for an expert item to pull multiple essence tags, and still be eligible for the use of a corrupted essence later.
-Have preferential treatment for nodes with special tags (such as essence modifiers). This allows players to use a lesser essence on one material item and a greater essence on the other, allowing for the expert item to have both essence modifiers (since the tag is removed).
- In case that both material items have the same affix chosen, but at different places in the tree, if the affix is chosen in the former column, it can not be chosen in the later column.

Additional Content:

Harvest: I would like to see Harvest added back in, allowing for changing specific nodes on the tree. You could allow for things like changing cold resistance to a different elemental resistance as an example. This would greatly improve quality of life when it comes to changing gear.

Beast Craft: I would like to see the return of beasts. My suggestion would be to treat them like essences, but you change a specific node on the item to a random node in a category, as an example you could change a node that gives +50 mana to a random "attack" node. Mark this node as a "Beast Mod" node, and limit an item to only 1 beast mod.
-When recombinated, the beast node would be prioritized over a regular node, and would no longer be tagged as a beast mode, allowing for the expert item to be beast crafted on itself.

Thank you for reading all the way through.
Last edited by Wesley7053#0536 on Apr 21, 2025, 12:08:59 AM
Last bumped on Apr 22, 2025, 3:41:21 PM
Good idea but is way to complicated.
Short answer throw currency at problem.

Need +20 to armor/health - 20 augment
Need 20 more? - 10 exalts
Need more - More exalts

But no divines!

This way not only gear issue would particially solved but also help economy.
Whant to know why?
More demand for Exalts.
Less for Divines.

Divines in this case would cost approximetly 50-120 instead of (insert infinite number).

For me, personally, this is best way to somehow regulate economy. Less ex in market, more demanded by player. Profit.

Im not saying that im 100% right, its just a suggestion, which can be woked around for example.
Last edited by greifait#3332 on Apr 20, 2025, 11:58:19 PM
"
So crafting right now is in a rough state. I think a good way to improve crafting is to use something similar to the Crucible Trees. The below is a list of suggestions relating to crafting which would increase player agency, add layers to the crafting process, and create clear steps when crafting to create optimal items. Additionally this system would emphasize the value of normal items when crafting by encouraging players to create multiple items as a part of the process (The additional content section includes content I would like to see added and how it can interact with this new system).

Have the tree start with the implicit modifier of the item. Different Currency Items add the next layer/column, each of which has 2-4 options. Any affix which shows up on the crucible tree can not show up again (so if you roll Attack Speed on one node, Attack Speed is removed from the pool of what can be generated later on a different node on that item). There is no cost to make your choice as to what modifier you want. Additional columns branch off the chosen modifier from the previous column.

-Transmutation Orbs make a normal item magic, and adds the 1st column. This new column has 2-4 options for the player to choose, and you only get to choose one.
-Augmentation Orbs add the 2nd column, which again has 2-4 options.

You could still have modifiers listed as prefix and suffix mods, and so the Transmutation Orb could provide 2-4 mods mixed between the two, and if the player picks a prefix, the Augmentation Orb only provides suffix mods.

-Regal Orbs turn a magic item into a rare, and like the other orbs adds a new column of 2-4 choices.
-Exalted Orbs add an additional column of 2-4 choices up to 6 columns.

-Chaos Orbs adds an additional option to the current choices, up to 4, and is done before choosing a modifier. --- This allows players to add additional choices if none of the choices are appealing, or add additional dead mods to prevent them from showing up later.
-Annulment Orbs removes a random modifier from the current choices, and locks that space, effectively limiting the next choice to 3 options. --- This allows players to remove a modifier they want to show up later, as an example if the current choices are between Attack Speed and Critical Hit Chance, the player would want both, so annulling one of the choices lets it show up later.

Omens: I like omens in concept and would more or less keep them functioning the same. Some examples for omens could be:

-Next exalted orb adds 4 modifiers
-Next regal orb adds only prefix modifiers
-Next exalted orb adds modifiers that are at least tier X

Essences: I like essences, but would like to see some things changed, this includes making the essence mod be marked as such and limit an item to only 1 essence mod (Please read the Recombinator section before freaking out about only 1 essence mod).

-Lesser Essences take the place of a transmutation orb, forcing one of the node options on the added column to be of a specific category. Mark that node as an essence mod, so if it is chosen a greater essence can not be used.
-Greater Essences take the place of a regal orb and behave in the same manner as lesser essences.
-Corrupted Essences I really dislike them behaving like omens. I would prefer to have it be something like a vaal orb, corrupted an item only if it does not have an essence modifier, creating specified results.

Recombinator: Have the recombinator combine the two trees, up to the shortest tree between the two items (so if an item has 4 columns and another has 5, and you recombinate them, it only goes to the 4 columns). I would suggest the following behavour:
-Items created through recombination are labeled as "Expert" items, expert items can not be used as materials for recombinating.
-The affix tree on the expert item is randomly chosen between the chosen modifiers of each column (so if one material item has Attack Speed and the other material item has Critical Hit Chance, the expert item will have either Attack Speed or Critical Hit Chance).
-Have the expert item erase all unchosen nodes. (This resets the list of affixes allowing for the unchosen affixes to reappear.)
-Expert items do not retain the special node tags (such as essence or fractured mods). this allows for an expert item to pull multiple essence tags, and still be eligible for the use of a corrupted essence later.
-Have preferential treatment for nodes with special tags (such as essence modifiers). This allows players to use a lesser essence on one material item and a greater essence on the other, allowing for the expert item to have both essence modifiers (since the tag is removed).
- In case that both material items have the same affix chosen, but at different places in the tree, if the affix is chosen in the former column, it can not be chosen in the later column.

Additional Content:

Harvest: I would like to see Harvest added back in, allowing for changing specific nodes on the tree. You could allow for things like changing cold resistance to a different elemental resistance as an example. This would greatly improve quality of life when it comes to changing gear.

Beast Craft: I would like to see the return of beasts. My suggestion would be to treat them like essences, but you change a specific node on the item to a random node in a category, as an example you could change a node that gives +50 mana to a random "attack" node. Mark this node as a "Beast Mod" node, and limit an item to only 1 beast mod.
-When recombinated, the beast node would be prioritized over a regular node, and would no longer be tagged as a beast mode, allowing for the expert item to be beast crafted on itself.

Thank you for reading all the way through.


Asking GGG to change currency and how its managed is like telling the Borg to stop using the word Futile.
Brewskie
Add an affix that is craftable. Make it so you can't craft on whites at all. Getting a six craftable drop would be like a six link in path 1.

Need deterministic crafting, it makes end game gear progression slow and boring without it. I'm holding out on two or three affixes that never drop to upgrade my gear so I never upgrade gear.
The simplest way to make crafting viable is to never let the item drop from t2 to t1, it only goes up , t2 to t3, or t2 to t8, than t8 to t10, than t10 to t11, and the last t11 to t12. on every stat, one by one, not a complete rng wipe for all 6 stats.

Nothing but a hidden monetary loot box . its corrupt system and allows for 3rd party bots to rule the market in game and out of game.
Brewskie
"
Asking GGG to change currency and how its managed is like telling the Borg to stop using the word Futile.


This proposed system mainly changes how affixes work, the vast majority of how the currencies work is the same. Trans orbs still make normal magic, augment orbs still improve magic, regals still improve magic to rare, exalts still improve rares, annulment orbs still remove affixes, only one that changes is Chaos.
"
greifait#3332 wrote:
Good idea but is way to complicated.
Short answer throw currency at problem.

Need +20 to armor/health - 20 augment
Need 20 more? - 10 exalts
Need more - More exalts

But no divines!

This way not only gear issue would particially solved but also help economy.
Whant to know why?
More demand for Exalts.
Less for Divines.

Divines in this case would cost approximetly 50-120 instead of (insert infinite number).

For me, personally, this is best way to somehow regulate economy. Less ex in market, more demanded by player. Profit.

Im not saying that im 100% right, its just a suggestion, which can be woked around for example.


I completely forgot to include divines, but honestly I feel in the system I proposed it would function the same, just change numeric values of chosen nodes.
"
"
Asking GGG to change currency and how its managed is like telling the Borg to stop using the word Futile.


This proposed system mainly changes how affixes work, the vast majority of how the currencies work is the same. Trans orbs still make normal magic, augment orbs still improve magic, regals still improve magic to rare, exalts still improve rares, annulment orbs still remove affixes, only one that changes is Chaos.


there is no progression in crafting, only RNG, you rarely go up, and even more rare to hit a t12 in all 6 slots. in fact the only way to get all t12 stats on an item is to juice a 6 man group to mg over 990% and quantity over 250% and have 3 towers intersect with mf and qty.

Crafting is a joke in this game. Its a loot box system gamble forcing you to a trade system that is full of 3rd party bots.
Brewskie
"
Add an affix that is craftable. Make it so you can't craft on whites at all. Getting a six craftable drop would be like a six link in path 1.

Need deterministic crafting, it makes end game gear progression slow and boring without it. I'm holding out on two or three affixes that never drop to upgrade my gear so I never upgrade gear.


Ok, so if I understand your suggestion correctly, white items get nothing. blue and Rare items drop with prefilled affixes, with some of them being craftable. In practice this would mean that only rare items would be valuable, at all, and gear would be entirely restricted to rng drops. Yes the best gear would be a blank rare with 6 affixes, but that is still just ground loot rare.

The suggestion I made actually does have deterministic qualities to the crafting process. Because each node added is blocked off from rolling again on that item, you want to get each layer/column to have as many dead mod rolls as possible. The system I proposed also suggests using lesser and greater essences along with recombinating to get more 2 deterministic outcomes, not to mention if you are choosing a node, it is presumably a good affix for your gear.
"
greifait#3332 wrote:
Good idea but is way to complicated.


If I may, why is the proposed system too complicated?

In the most simple method, transmute, augment, regal, exalt spam, you just get additional choices as to what affix you want, and ideally you are blocking out bad affixes from rolling.

Even in the more complicated method, with the additional content:
Make material item 1, use a lesser essence, augment, regal, exalt, then beast craft affixes 2 or 4.
Make material item 2, use a transmute, augment, greater essence, exalt, then beast craft mods 2 or 4 (whichever place mod was not chosen in material item 1)
Recombinate material items 1 and 2 together for an expert item which has both essence mods and both beast craft mods, so you have 4 deterministic mods on your item.
By recombinating you have removed the essence and beast mod tags, so go ahead and exalt to add two more mods, then beast craft the worse mod of the two if needed. Essentially you have a deterministic method of getting 5 mods on every item you craft.

You can use Chaos Orbs as needed to get additional options, or if you have two mods you need you can annul until one of them is removed.

Without beastcrafting, you still follow the same process as above, and you get essentially 4 deterministic mods.

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