Better Crafting With Orb Quality

This is pulled from another thread that went off-topic, but I really think there is some gold buried there, so I brought it here. This will strongly improve early game crafting fun:

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Nurvus wrote:
Perhaps separating certain Orbs into multiple "qualities" would be good.

This could go for Exalted, Jeweler's and Fusing, at least.
You'd have:
Minor Exalted Orb - More common than Lesser Exalted Orb, but lower iLvl on the properties.
Lesser Exalted Orb - More common than Exalted Orb, but lower iLvl on the properties.
Exalted Orb - Does what it does now.

Minor Jeweler's Orb - More common than a Lesser Jeweler's Orb, upgrades a 1-slot to a 2-slot.
Lesser Jeweler's Orb - More common than a Jeweler's Orb, upgrades a 2-slot to a 3-slot.
Jeweler's Orb - Does what it does now.
Greater Jeweler's Orb - Rarer than a Jeweler's Orb. Never downgrades.

Minor Orb of Fusing - More common than a Lesser Orb of Fusing, upgrades a 1L to a 2L.
Lesser Orb of Fusing - More common than an Orb of Fusing, upgrades a 2L to a 3L.
Orb of Fusing - Does what it does now.
Greater Orb of Fusing - Rarer than an Orb of Fusing. Never downgrades.


Additionally, I would remove eternal orbs from the game and just make Greater Exalted and Greater Regal Orbs have the undo function of eternal orbs.

"
wdmshmo wrote:
How about changing all item suffix/prefix modifying currency items to have a level effectiveness range.

So you'd have like four stages, where the first stage can only be used for a certain set of item levels. Say 1-30 for the first stage. These could only be used on item levels 1-25, and because of that, the idea is that they could drop much more frequently, allowing a typical player to craft much more of their own items.

Second stage could be 1-45, and 1-55 for the third. The final would be for all items, but better to be used on items greater than 55 since lower stages could be used on the rest. Heck, you could even make it so only the final stages can be traded. It wouldn't need a vendor recipe to upgrade them either, and it would likely make trading obsolete for levels 1-55.


I REALLY like the idea of currency qualities(or stages)! You could even add a rarer orb that upgrades the quality of the other orbs!
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
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You'd just be moving the goal posts. Give it a short amount of time and people will be clamouring for even better Orbs or a higher drop rate for said Orbs.

Can you actually imagine what would happen to the game if, for example, everybody was given a free 6L piece of Armour? They'd just start complaining about how the stats aren't good enough. Give them perfect rolls? Now you've got awesome gear and can face roll the entire game - except now you have nothing to strive for and no reason to play it.
99% of suggested changes would make the game easier. Thats why only 1% of suggested ideas are even worth considering.
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arual wrote:
You'd just be moving the goal posts. Give it a short amount of time and people will be clamouring for even better Orbs or a higher drop rate for said Orbs.

Can you actually imagine what would happen to the game if, for example, everybody was given a free 6L piece of Armour? They'd just start complaining about how the stats aren't good enough. Give them perfect rolls? Now you've got awesome gear and can face roll the entire game - except now you have nothing to strive for and no reason to play it.


I don't know how giving away free 6-links has anything to do with this topic. I'm not saying we need new over-powered abilities/items/passives. Orb qualities is simply a way to add more depth to the current crafting system.

Even if GGG was to implement orb qualities with increased drop-rates for the lesser orbs, it would only increase the power of lower level crafted items(ie lesser exalted orb would only be useable on ilvl 1-40 items), which would hardly allow you to steamroll the game. Current droprates for standard quality orbs would remain the same, or could even be lowered slightly because they would only be used on higher level items now.

Also the ideas presented in this thread still need to be fleshed out, but the potential is there.
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on Jul 25, 2013, 2:57:38 PM
Interesting!

This thread http://www.pathofexile.com/forum/view-thread/465272 brougth it me here.


I like it cuz i suggested the same later;) but!!!

I don't like the level orbs for jewel and fus..

If a minor jewel gets you 1-2 socket

will you not be SUPER MAD using greater jewel and getting 1-2 sockets.

but exlated minto and stuff are very interesting yeah!
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"
Inexium wrote:
Interesting!

This thread http://www.pathofexile.com/forum/view-thread/465272 brougth it me here.


I like it cuz i suggested the same later;) but!!!

I don't like the level orbs for jewel and fus..

If a minor jewel gets you 1-2 socket

will you not be SUPER MAD using greater jewel and getting 1-2 sockets.

but exlated minto and stuff are very interesting yeah!


The only problem is you can't really change the way the regular item works without making people who have them stockpiled mad. Unless of course you made them strictly better. Personally I would like having regular quality orbs stay random because I like to challenge the odds.
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on Aug 4, 2013, 3:01:22 PM
Bumps for Justice!
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768

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