Fix the economy/fun! (give us socketing vendor recipe)
" My point exactly. Read OP again mate. You will see why I responded as such |
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It's great that you have been so lucky. I have not.
And the problem is ( in domination anyway, i see you're in standard ) that I can't afford to buy a 5l or 6l until i've.. already found one that I could sell. |
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" I've played a lot more than you. Wasn't trying to show off... None of those are that good. My two good 6L i had to buy :-/ |
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Funny enough, I found 2 6Ls beside each other while running docks the other day. Granted, they were garbage I'm sure no one would buy so I vendored them.
It's funny how RNG works. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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I've said it a hundred times. I don't care *how expensive* you make it. Someone said a 6l should cost 10x what the OP said? Fine. I'm not a gambler, but I have no problem grinding if I'm working towards something.
Every time I blow three stacks of chromatics because I can't get RRG on an all-armor shield I get closer and closer to leaving the game. Gambling for me (and obviously many others) is intensely demotivating. |
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" My impression was that he was speaking from the overall record and experience that other people have, particularly in the jewler/6-link community log thread and the online 6 link simulator. He barely talked about his gears at all. |
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" Many times over this. Knowing that the goal is achievable through labor instead of through chance is the point. If I plan to make a build based on a 6 linked skill, but I can't make any predictions on if I will ever get it, there seems to be little point in trying. Isn't the point of PoE based around the possibilities? How you decide to engage the game is the basis of your build. How effective the engagement can be are the mods on gear. How well you use that engagement is your play skill. RNG can play a small role in the first, but can be overcome through planning. RNG should dominate the second, because that is the definition of this class of game. RNG should only temper the third, using your wits to play around it where applicable. The only reason ARPG's are fun, in my opinion, is because the player decides how they will engage. Artificial limitations like RNG should not limit my choices, but rather only affect the wisdom behind making those choices. |
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Actually not such bad idea.
However and again, I will say - easier way of obtaining 5/6L would mean cheaper and more abundant 5/6L Right now decent 5L chest costs 3-5EX If it would be 20 chaos or such, 5x more ppl would have it. Suddenly you have difficulty and balance thrown out the window. That's the main problem of easier trading or crafting. When diablo made trading extremely easy, they had to introduce 10 difficulty levels to game. IGN STD Ajax_Deadeye| Nathaniel_Corwin| Itane_Shira| Tetra_Mayani| Arkanis_Gath
[Build] TK's CoC Crit Shadow aka THE WELDER /view-thread/787487 [Shop] TK's Adventurers Pawnshop /view-thread/570071 |
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Negative. Easy links just makes it so you can use the skills you planned on using.
It doesn't say anything at all about the stats you will need on that item to make it an 'endgame' item. D3 has selectable skills, you can use any skill/rune combo you have enough levels for. So it's not even the same issue. |
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" You keep saying this, to which people keep saying "it doesn't have to be easier, just more consistent." To which you respond, "sure, but if you make it easier..." One last time - if it currently takes ON AVERAGE 1k fusings to make a 6l, I would be fine if I could pay 1200 fusings. Or 1500 fusings. Or whatever. To get a DEFINITE 6l. That is not making anything easier. It's - at least in this example - making it HARDER. But, it's removing what is (to me) a massive negative motivation and replacing it with a positive motivation. Does that make sense? |
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