Crafting 2.0

The problem
I'll state the obvious: almost no one uses currency as intended (crafting), everyone just hoards orbs to trade, because crafting is not rewarding.

The solution
I know RNG is random (well, duh) but having spent 1k jewelers on a chest and still not having 6S, or spending 1k fusing on a 6S an still no 6L, spending 1k chroma and still no off colors makes crafting a really bad experience. (And don't forget Chaos, Divine, Exalted: rolling the perfect prefixes and affixes with the perfect stats ... I wish)

What if every spent currency would raise the chance of the desired effect with lets say 0,1% - this way 1k of the given currency would finally do the wonder for the "bad luck Brians".

Just make a limit somewhere that people could reach with enough time and currency spent. Like a safety net. This way people would be happy spending currency, because there would be a guaranteed prize at the end of it and they won't feel that they loosing currency for nothing.

-This system could work great with:
Jewelers, Fusings, Blessed, Divine

-not so good with:
Chance (with 1k chance used a guaranteed unique item? Seems OP)
Chroma (having off colors really that important?)

-I have no idea with:
Chaos and the rest...
- taking a trip to Belize, I'm so excited! -
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I agree, this way could be possible having slightly better chance even without spending tons of Orbs (i.e. I don't like spending much time in trade so I haven't access to large amounts of orbs and don't want to wast all the few ones I found/traded/made at vendors).
Surely the method would need some "calibration" but would be a little more fair after the first 20-30 orbs used.

About the Orb of Chance and Unique issue hypothesized by yaqwes, is easy to prevent: the bonus from using multiple orb would be lost as soon a different type of orb is used (i.e. Scouring to clean the item before usning another Chance) or when used on another item.

As for now I think that is way too easier and, probably by a good amount, cheaper looking in the trade and mostly ignoring the crafting (maybe useful just on maps).

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