Alright, guys. Thanks for everything. I think I'm out

1 stack is enough in a couple specific cases through the early-to-mid campaign: If your class has access to Spreading Flames (Mage on Fireball and other skills, Sentinel on Smite) or Plague (Acolyte on Spirit Plague and Aura of Decay), you just start melting packs.

These DoTs don’t stack, have very high base damage (200 for Spreading Flame, 150 for Plague), and spread on their own to nearby enemies. It is largely what makes Firestarter’s Torch such an amazing alt leveling stick.

And for reference, Ignite is base damage 40, Poison is 28. So you’d need 5 stacks of either to equal the single application of these two DoTs.

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Wolves are fine, but I find Thorn Totem unreliable and end up just using Gathering Storm which doesn’t feel great. Definitely better than Sentinel though.

Same, Fireball and maybe unspecced Nova to spice things up until Glacier. Once you get your Mastery though it’s GG, all 3 Mastery specific skills are great for clearing in my experience.

Hammer Throw is definitely an option, I remove it as soon as I can though as I’ve never been a fan of hammer/shield throw skills. Multistrike (especially with the “replace swords with Smite” node) is where crowd clear feels better for Sentinel for me, which unfortunately for me is late teens early 20s. Rive and Warpath are the only other melee range option for decent AoE and Warpath requires you to spec into it if you don’t want to spend a year and a half on one enemy

I’ll rely on Skeletons if I’m going for a minion build, but (same with wolves) having a few extra bodies to deal single target damage is still much slower than a dedicated AoE skill.

Acid Flask has the benefit of shred and ailment, but Flurry is still stronger for AoE than most of these options and you get it at lv 1.

Swipe is lv 6 though

Hey, you’re not wrong about the engagement tactics. Older RPGs had RNG only in the place of item drops. What isn’t RNG is gambling, though there may be a random component, but it includes an unethical tactic of reward and loss where the hard-earned farming of an item can become bricked. With an already low drop rate, that frustration pays into the addiction. Honestly this has been brought up many times before, and people really take it personal, dunno if it’s because reading comprehension they see RNG and tune out the rest, but it’s not something we should be complacent with. The affix selection in temporal is ONE breadcrumb among an entire system of unethnical gambling. Same thing with the turtle, they made it penalize you for using it, removing LP.

Gambling fuels the need frustration and emotional regulation difficulties that when the dopamine hits, it becomes compulsory to chase, and this activates the same neural pathways as drug addiction.

I don’t blame the developers; they can only go as far as what will keep their job. At the end of the day this is all down the owner of EHG, Judd Cobler, who reaps the profits of this unethical tactic.

I agree with what you are saying (to be clear). I don’t think/am not sure that EHG does? They seem to want to limit ‘busy work’ and the turtle kinda seems like what they would call busy work to me.

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Did they, though? D2 was the fundamental cornerstone for the genre and it had RNG for drops, RNG for runeword rolls, very heavy RNG for crafting, very heavy RNG for gambling. It’s not something new. If anything, LE is a sort of throwback to it.

That would make sense if the turtle was an old mechanic. But it’s brand new, so they should give us tools to properly use it.
I agree that they probably don’t want us to waste too much time with it. But since it’s there, we should be able to use it properly.

Not to mention that this is an issue even without the turtle and was still an issue since CoF was added. RNG means you don’t know if a bunch of prophecies triggering will give you a bunch of useful stuff you want to keep or not and being forced to leave some behind due to game limitations feels bad.
Honestly, I think the easiest solution would be to just add inventory tabs so we could carry more.

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Agree with everything you just said (again :slight_smile: ).

I think that the design of turtle probably had some spirited discussion in EHG. Eventually, they decided to go with it, and now (maybe?) they are looking at player behavior and going, “wut? oof. ummmm”.

Certainly willing to believe I’m completely wrong in that assessment. They definitely are starting to veer from a game ruled by the filter (i.e. a lot of loot drops, most is shit, don’t look at that) to yesterday’s trash is today’s possibility with these new crafting options (havoc, turtle).

I think it’s going to be interesting, I have no idea where they will take us.

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And a really badly implemented one too :stuck_out_tongue:

You get a 100% guarantee… which is crap for the standing of LP 1 compared to LP 2 and LP 3, making further progress feel bad. LP 4 doesn’t have those issues at all.

The whole system needs a rework plainly spoken because there’s a ton of progression based issues with it. But for the moment it at least works.

A better solution would’ve been to provide a progression based mechanic in the background (I explained one in another thread, gonna shortly get into it) as for example remembering every Affix from the base item used to craft a legendary… and further on allowing to sacrifice that legendary to craft another one, guaranteeing those affixes which hence provide a steady growing list and make it more and more deterministic.

Puts pressure away from the slam, turns it towards the acquisition of items again instead.

Not really?
They had a gambling mechanic which was inversed. So the lower your level the higher the chance for top-tier items actually. The devs thought as a lower level you would’ve less Gold… hence people made twinks for that usage simply.

But besides that it’s nothing else then ‘another venue for item drops’. It has the absolute same function.
Crafting initially didn’t exist, outside of obscure horadric cube recipes, which basically nobody knew when it came out.
Runeword rolls are just rolls. You don’t RNG if the runeword actually hits or not… it does, 100%, the rolls are just up for debate since it creates rolls. Which is the same as a item drop mechanic.

So no, D2 is a really bad example for that.

Either that or the mentioned culling of drops. Just any way to align their designs together.
Currently they clash a bit instead, which isn’t supposed to happen.

Which generally is a very good directin for EHG to take, and kudos to them for that.
Respect where respect is due after all.

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From what I recall, there was no bricking of items. RNG drop rates are not what im talking about as an issue, its the gambling RNG in crafting, which is blatantly a gambling mechanism. This has really become an industry standard with the advent of online arpgs, but last epoch takes it to an extreme.

Yes, I agree with that, and I’m also heavily against the bricking-based crafting mechanics RNG wise.

If you can salvage a item and progress it then I agree with those mechanics… otherwise not. LE sadly has the ‘brick’ issue which de-values initial drops substantially. Both for Uniques and for Exalted items.

The current implementations like Demise and Havoc lean to counter that a bit but the core system in my opinion is a relatively rotten one, basing the enjoyment on detrimental behavioral strategies which shouldn’t be furthered if possible.

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Erm… no?? The biggest use of gamble was to gamble for +2 circlets and you needed level 92 to get them.
And success rate was abysmal.

No, the recipes were immediately known. I’m pretty sure they were even released by Blizzard when they added them. Much like runewords.
They would have been impossible to figure out otherwise.

And plenty of people spent a long time crafting, even though the success rate was under 1% and everything else was Charsi food.

Disagree. Having bad rolls, especially for aura affixes, felt so bad that they had to add a recipe specifically for deleting runewords so you could try them again.
So there was a huge RNG aspect to it.

Not online ARPGs, D2 did that. Players spent hours crafting recipes for the off-chance of a good blood or caster roll. And any item that didn’t roll properly was bricked.
In fact, you bricked 99% of the time back then.

So it has always been like that, then it got alleviated with more modern ARPGs like GD, only for a few to fall back on that again.

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Okay a bricking thing in D2 did exist. I just knew drops were low for some items, especially rare runes. So the crafting I did wasn’t at risk lol. Well, it stands that the issue has only progressed into straight up gambling. I believe consumers deserve better than being used this way

Yes, because the level cap for that was there and chances get lower the higher your level.

A level 1 character could get a stone of jordan (which was used as a baseline currency item) a boatload easier then a level 99 character.

The acquisition rate of items dropped inverted with character level in D2. Look it up if you can still find sources, that was well known back then.

Horadric cube recipes weren’t released. Blizzard provided specific ones but there were a boatload of combinations found as the game progressed.

Still the same system as a roll. Or do you wanna say a getting a Omnis is a different mechanic because the roll-ranges are large?

That’s individual Affix design, not the drop system.

So, with modern execution of game mechanics and realizing that specific aspects were a net negative to be carried along since they provided frustration which could be alleviated through alternative methods… is the defense of the recursion of those exact gradually phased out or nowadays instead more targeted mechanics but provided in the old form?

I mean… that’s not really a positive for the argument :stuck_out_tongue:

It’s gone away for a reason, because those aspects were a frustration point which has no major upsides, but major downsides. So other games didn’t do it anymore because it caused issues with the longevity of the playerbase, only keeping a small amount of players playing long-term which wasn’t feasable anymore in a live-service environment where you need players to stay as long as possible and return as often as possible, both.

I don’t think you remember D2 properly. The best range for SoJ gambling was 44-48 and even then it was 1 in 62k. So I don’t know how you can say with a straight face that it has no RNG.

EDIT: Went to search for info on this, because I was pretty sure you were wrong. You couldn’t get a SoJ at all at level 1.
SoJ was ilvl 39 and gambling was -5 to +4. This means that the first time you could get a SoJ was at level 35.
Level 44-48 were the sweet spot, because it meant that 100% of the rings could roll into SoJ.
Above that they could start rolling other uniques.

Also, it was 1 in 115k before 1.10. So still lots of RNG.

For low level items, yes. Not for the high end. As I said, +2 circlets were the most sought after and those happen at 92+ (to have 100% chance), because the +2 mod is a high level one that you can’t get with a lower level character at all.

They were datamined pretty quick then, makes no difference. Crafting was still a huge RNG-fest worse than pretty much any other game that followed.

It is. For runewords you have to find a white item with the proper number of sockets. Then you placed the runeword. If it didn’t roll the proper range, you had to find another one and do it again.
Which is why they added a way to erase runewords. Players hated the RNG of getting the base and then the RNG of the affix roll.

So runewords had a double RNG layer to them: finding the base and then getting the right rolls.

I’m not arguing for or against it. I was just pointing out that the old school ARPGs of old had loads of RNG on them, which was a direct answer to Meow saying they didn’t.
In fact, that was the basis of them. D2 was lauded for the endgame grind as much as everything else.

I didn’t say old school RPGs didn’t have RNG, so you didn’t understand the critique. RNG is NOT GAMBLING in of itself. GAMBLING HAS RNG, and it’s the latter being discussed. I laid out the difference so that people understand the two are separate and why mechanics that serve as gambling in arpgs is so unethical.

I understood what you meant. I think we can agree that when I say “loads of RNG” that equates to gambling.
And D2 not only had actual gambling as a mechanic, the crafting recipes were also gambling.
That was my only point, really.

I think it comes and goes over the years. Games will trend one way and then another. This genre started with heavy gambling vibes, eased up over time, and now some games lean into it and some lean in the opposite direction.

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I’ll go into a bigger explanation since it seems warranted.

First the answer to your quote directly.
Then an explanation of a distinction I’m making.
The explanation how it’s visible in the different game systems.
Layer explanation
What it does psychologically at each respective stage in more detail.
Leftover ‘valuable’ items.
How the perception of value differs in other games of the genre.
Afterword

Answer to your quote directly

I’m saying it works on the same baseline as the drop-system, not that it has no RNG. Obviously it has RNG, that was never for discussion in the first place.

But it’s the same ‘layer’ as drops.
Like the gambling in PoE 2 is the same ‘layer’ as drops.

It’s an alternative method.
Crafting is not an alternative method but a follow-up. That’s a distinct difference.

And well, might be I was wrong there, ages ago, my bad in that case.
Same with the follow-up aspects about D2.

Explanation of the difference

It’s about the distinct difference between ‘drop RNG’ and ‘adjusting items through RNG’ though.
Specifically the part of ‘adjusting existing things on a item through RNG’. Explicitly not taking into consideration things like enchantments happening on top of existing values or items adding new things outside of the base values.

This means things like Runewords in D2 are excempted from that aspect, as are Augments from Grim Dawn. They don’t change the already existing state of a item but enhance it, in 100% of the cases. There is no fail-state in those types of crafting.

In this case we’re solely talking about RNG related to crafting which changes pre-existing states. In this case explicit modifiers. In PoE 1 it’s 3 Prefixes / 3 Suffixes. In LE it’s 2 Prefixes / 2 Suffixes.
That’s the only aspect where the RNG argument is to be considered.

D2 had no option to adjust them. It solely had combination type options through the horadric cube.
Which also caused runewords to not cause an item to ever be bricked actually. The recipe of 1 Hel + town portal + the socketed item caused the socketed things to be removed and destroyed. Which yes, expensive but allows for a re-roll on the base. So the base is sustained.

This is a inherently different type of ‘crafting’ hence then we see in modern ARPGs.

The modern ARPGs have introduced crafting mechanics on the basis of the horadric cube, but more targeted and in another way.
PoE 1 for example directly interacts with the explicit Affixes, which couldn’t be done in D2, you could only add extras on top.
LE does the same, the core crafting mechanic is distinctly interfering with the explicit modifiers.

So let’s please stay at those rather then other mechanics which have another task/goal/setup.

The visibility in different game systems

The RNG with the ability for an item to actively ‘brick’ at this stage is a general detriment. Since variance is massive. Thousands of different possible outcomes as a baseline and billions/trillions when we take into consideration roll ranges as well.
So the danger needs to be respectively low as the chance to get a ‘unwanted outcome’ is supremely high.

PoE does it by never bricking an item, you can re-craft on it as often as you want. A good base is the primary aspect to go with. Better Affixes as a drop are either viable to use ‘as is’ or to improve through some crafting methods further. It makes a large slew of drops viable and valuable hence.

In Grim Dawn we don’t have it existing at all, hence drops inherently have a massive value on their own. It solely depends on the drop if something is great or bad.

The more you allow to adjust an item the less the individual stats on a drop become important but instead the possibilities what you can do with it. The drop itself ‘looses values’ unless it’s a distinctly rare Affix which is very hard to acquire… or impossible to acquire through other means then drops.
In LE those are exalted items and ‘personal’ sealed Affixes currently. Everything else is ‘worthless’ simply.

Layers and their explanation in LE

So that leads to the current issues if we take it into consideration and see the systems as layers. And I’ll urge on that word over… and over again for a reason, or we’ll simply return to the nonsensical mess of taking ‘enchantments, augments or whatever’ into consideration which don’t brick a item.

So the current layers to create a legendary item (the most common used equipment piece per slot) are:

Unique acquisition → Drop layer. (Unique type + LP value of importance)
Exalted Acquisition → Drop layer. (Base type + FP + Affixes of importance)
RNG obviously, wrong type = brick. Which is fine, not every item is supposed to be a ‘win’.

Those 2 are drop-based. That’s the drop system, nothing more, nothing less. Remove all crafting and you get what you drop.
The variance though is so high unlike in D2 back then (which had a miniscule amount of different Affixes) that getting a viable item upon progression is nigh impossible. That mandates a follow-up mechanic.

Exalted optimization → Crafting layer.
RNG based. It can brick. But we already had the chance to brick before… reduntant.

Why do I say ‘redundant’ here? Because if you can’t guarantee value from a drop then a drop can’t have inherent value. The best drop - unless able to skip this step - is hence ‘worthless’ by design. Value has not yet been created, you’ve earned nothing yet.

Combining Unique + optimized exalted → Slamming layer.
RNG based. It can also brick, but only 2 and 3 LP. Also redundant hence.

This means once more that any dropped unique outside of 1 LP and 4 LP has no value unless usable ‘as is’ If you’re at the 1 LP stage and got the perfect roll then 2 LP and 3 LP are worthless… until finished.
This also means that any exalted item up to the result of this layer is worthless unless ‘used as is’

What does that mean psychologically?

If you drop any item you are supposed to get a sense of success. A sense of progress.

Psychologically if you get an item and it’s not 100% usable at this second in the LE system hence there is no perception of ‘success’ yet.
The one system supposed to provide it… doesn’t do it, since you have a very high chance to ruin it in the follow up, the minimal chance is 33% with a 3 LP item and it’s 66% with a 2 LP item to be left with ‘nothing’.

So even if you find a 2 T7 item which are 2 rare affixes and are fitting together… as long as the base isn’t also ‘perfect’ to use right away, and the other 2 Affixes fitting already… it has no value yet. Your 1 T7 exalted is stronger. It’s done with near 100% guarantee before getting this item as a drop.

This leaves the following items as 'valuable

Exalted drops on the top-tier base with the fitting - or moveable - Affixes already on them. It only counts if not a single Affix has to be removed through a rune of removal or glyph of chaos, both fail easily.

0 LP uniques when you first acquire them.
1 LP uniques when you first acquire them.
4 LP uniques.

And a few extra items depending on the stage of the game. Right affixes, better combination. This fades away the moment the first ‘optimal’ craft happens. Be it 4 T5 or higher, it immediately removes a immense amount of items as ‘viable’ when it happens.

That’s a miniscule amount of drops, reducing enjoyment from drops substantially, unlike any other diablo-like does.

Examples for other game systems in comparison

D2:

Base Affixes get never adjusted. That means a dropped base item permanently retains value from then on. You can’t ‘loose’ it anymore.

The methods to ensure that are the ability to add sockets (3 perfect skills + item + Stone of Jordan), improve the quality from normal up to elite (2 specific runes + 1 specific gem + item), and also remove any socketed items in it (1 Hel + Town portal + item).

This guarantees a drop retains always value, the drop itself is valuable as you cannot loose it without making mistakes.

PoE 1:

Affixes are worthless. Bases have value.
Everything can be adjusted freely to a degree.

The value of items in this system is based on the progress from nothing to perfect based on the respective base item.
If we take it from 0 for being a normal item to 100 for being perfect then every drop has a value related to it in-between. Most are ‘0’ but every item dropped in high content can become a ‘100’.

A magic item with the right toll on it hence becomes a ‘5’ and can be forced to return back to this ‘5’. You cannot loose the ‘5’… it can’t return to ‘0’ anymore unless you make mistakes.
Forther steps in the process raise this arbitrary designed number from me. It gradually becomes 10… 20… 50… until your item is better then what you have, at which time you switch.

Value is not lost along the way, it can only gain value over time
The exception is corruption, which is primarily applicable to uniques - low variance in drops - but not base items which are the majority of used items

PoE 2:

Has the same issues as LE. Drops are worthless, even more so then in LE.
That’s why the crafting mechanics there are so badly received.

Nothing has value, it is either ‘you can use it now’ or has a ridiculously miniscule chance of becoming that.

Only a short amount of items are of value, hence the perception of the game is negative for itemization

Torchlight Infinite:

Drops have inherent value up to a point.
Items have so called ‘plasticity’ (basically FP). You can guarantee 1 Affix and re-roll endlessly until you get the right tiers and Affixes.
Beyond 2 T1 Affixes it costs 4 ‘plasticity’ so there it starts to become a gamble theoretically. But you can still use it up to that point, getting 3 T1 is relatively easy, though usually it’s kept at 2 T1 Affixes + a random one (which is explained further later)

The guaranteed route of progression is 2 T1, then adding another Affix through enchanting and adding 2 more Affixes through so called ‘targeted processing’. The 6th Affix is a low Tier one that gets raised, so you’ll always end up with 5T1 + enchant.

In this stage there is no perceived loss of value, until you reach the end-point of that items always retain their value, unless you screw up

The negative aspect comes beyond that, but that’s again absolute top-end and equivalent to corruption in PoE. Upgrading tiers costs ‘Plasticity’ to a large degree, but that’s doable. Creating a 6 T1 item is relatively cheap and viable to do, you can go so far as to guarantee it. This is the ‘perceived end-line’ for the general player.

Beyond that it has the same issues as LE and PoE 2.
Raising a Affix above T1 removes all plasticity and a random Affix, hence it can brick.
If you’re at that stage of progression hence nothing has value anymore from pickups which is a intrinsically bad state for a loot-based ARPG to have, pickups matter and should always matter.

But even then you can relatively easily create a 1 T0 + 2 T1 inherently crafted item with the right mods. Adding 2 T1 + enchant is doable.

That’s the top-end and you could theoretically go further, but that’s ‘oh wow that’s a sick item close to mirror-tier in PoE’ already.

Afterword

As you can see there’s distinct differences between the crafting systems of every game.

But inherently no game which has a ‘brick methodology’ does well. The most critical in the list are LE, PoE 2 followed by Torchlight Infinite.
Torchlight has a relatively low chance to brick which makes people excuse that aspect since the expected effort to achieve the top-end through repetition of acquisition is miniscule.
PoE 2 is seen as ‘awful’ in terms of itemization top-end.
LE usually stops having any content before it happens, it’s catching up though and already more and more people complain about the state of itemization.

This is the reason as to why.

Or you slam the sockets onto it. The runes needed for that are quite cheap, all low runes.

Sure, but the base item is kept, right? So it’s a crafting try without ‘brick’
You can remove the runeword with a Hel rune after all… but that would be a bit of a waste, easier to get another one rather then a Hel.

And as you mentioned… they added a way to even remove this insignificant amount of effort which is perceived as ‘bricking’.
So I really really don’t get how the defensive stance towards bricking mechanics is upheld.

It’s a prime showcase even as to a negatively perceived system and how it’s been changed regardingly.

I agree with your distinction, but I just want to point out that in D2 this recipe was added after player complaints that they were bricking their items. Either by the affix rolls not being good or simply because they made a mistake in the order.
So, initially, D2 did brick runewords.

Except for corruptions.

(The rest was too long and I skipped most of it. Not important anyway, since we were talking about different concepts.)

Unless you used the act 5 quest (of which you only have 3) and it used max sockets, it was a gamble as well. You needed to find plenty of white unsocketed items to slam until you got the number you needed.

As I said before, not initially. That was added by popular demand.
Outside of that, if you needed a level 17 meditation on your insight, or if you already had a level 15 one and you rolled a 14, you effectively bricked it at the time. Because you couldn’t use it, since it was worse than your current one, nor could you retry it.

When people were making insights, quite often they would open a game to dump a bunch of badly rolled ones on the ground for anyone to take. That’s how worthless a badly rolled BiS item was back then because of it.

Agreed!

But also the point kinda since it got changed because it was perceived badly.

Which is after all the whole issue of the current system of LE.
You brick your items non-stop, left right and center basically :stuck_out_tongue:
I mean… I can even say that’s absolutely true after bricking 40 rings and using up 30 havocs and 45 demise to get a T7 health + T5 strength + T5 mana regen ring leaving me with nothing and down on 40 rings on top of that… well… 37 since 3 turned into decent outcomes for something else potentially… the ‘never to be seen again’ tab swallowed em.

Mentioned in the explanation which was too long :wink: And specifically went into those aspects in more details.
Recommend the read despite the length, it’s the whole breakdown of the systems and design philosophy related to all primary existing ARPGs with the exception of D3 and D4 since I got no clue about their systems.

So, D3 had no crafting of relevance, as all BiS was Uniques and Sets. You had affix RNG, or to remove that, they had two layers of drops at higher Torment levels (difficulty settings):

Ancient Items: All non-percentage affixes have boosted min and max rolls
Primal Ancient Items: Same as Ancient, except all affixes will be max rolls

You needed to be level 70 and on at least Torment 1 for Ancients (Torment goes to 15, IIRC). Primals start to appear once you have cleared a Tier 70 Greater Rift (timed dungeon run, no loot to collect, except from the boss). Greater Rifts scale infinitely, Tier 70 wasn’t too tough to reach.

For an item to roll Primal, it had to roll Ancient first (which was a 10% chance), and then had another 10% chance on that 10% chance, to be Primal. So VERY rare for most.

As to Diablo 4… oh boy.

  • Legendary Items (random 3 affixes, a Legendary Power, Tempered Affixes, Masterworking)
  • Unique Items (specific 4 affixes, Unique Power, Masterworking)
  • Both of these pools can drop as an “Ancient” item, increasing the base power of the item and affix ranges.

And on top of ALL that, all Ancient drops have a chance to have 1 or more affixes as “Greater Affixes”, which is a 50% boost and max roll of the affix. This applies to both Legendary and Unique items.

Now, you can do a lot here, and one can brick (with a single re-do).

  • Reroll 1 Affix on Legendary items: If you got a Legendary with an affix you don’t want on it, you can reroll it to another from the slot’s pool, that isn’t present. It has a range, and if it was a Greater Affix, that is lost, and you cannot reroll into a Greater Affix. So this is largely done earlier on in the endgame, before you are hunting for ideal drops at higher difficulties. The only limit to this is gold and crafting materials (very generic ones), but it does lock the item to only having that affix rerollable. Uniques do not get to change their affixes.

  • Legendary Power Imprint: Diablo 4 lets you collect Legendary Powers in a Codex, by destroying other Legendary drops with said power on it, to add it to your collection. Most powers have a range, and destroying stronger ones improves your codex copy (you can use it infinitely). You can replace a Legendary Power with another, provided it meets the equipment slot requirement, all you want. Uniques are not part of this, and their Unique Powers are static to the item.

  • Tempered Affixes: Legendary Items, to be made closer in power to Uniques, can have 2 affixes added to them, via the Tempering crafting system. You find manuals for the tempering recipes (not difficult, you will have them all well before you are pushing past the lowest Torment level). Each Manual represents 3-4 affixes that can be added to an item of the matching equipment slot. Each Legendary has 5 Temper Rerolls (+2 for each Greater Affix on it), the first temper in each of the two slots does not use a reroll. Each Temper will pull one of the affixes from the manual, and then those affixes have a range of values. Once all rerolls are used, the item is “bricked” and cannot be modified further. There is an item, the Scroll of Restoration, that will restore all Temper Rerolls, but can only be used once per item. So it gives you another 5+ charges, but is a one-time deal. So here is our brick moment.

  • Masterworking: All gear can be Masterworked. Legendary Items must have two Tempered Affixes to be eligible. Masterworking comes in sets of 4 steps, with increasing material costs for each step. The first three steps improve all affixes by 5%. The fourth step will pick one affix at random, to improve by 25%. This can hit the Tempered Affixes on Legendary Items too (and if you reroll a temper after it is Masterworked, it keeps the Masterwork bonus applied to it). Items normally have 8 steps. Ancient items have 12. Masterworking CAN be reset at any time, since it is RNG which affix(es) get the 25% boost (and yes, they can stack onto the same affix), but the crafting materials are lost in a reset, and Masterworking uses a specific material for it that comes from two main sources. The cost pretty much doubles per step, but does reset when the item is reset.

So yeah, Diablo 4’s crafting is pretty low on bricking (only 1 hard brick outside of the drop itself), but it is RNG messy.

Yeah, D4 does a really bad job at providing a fitting system for their audience.

The best systems related to itemization - just the core design, those games have at times other major issues which lean into creating problems - on the market from the ‘big’ ARPGs are clearly Grim Dawn, Path of Exile 1 and then Torchlight Infinite following it.

Grim Dawn because it has no chance to brick at all, it’s all pure grinding but not ridiculous amounts either. It fits perfectly together with the percepted target audience. Their design is overall very high up in general.

Path of Exile’s systems are fantastic. The presentation is beyond atrocious though. It’s all scattered and in dire need of UI unification and massive QoL. That’s a primary aspect of what’s holding the game back and actually leaves space on the market for others still. Because the core crafting system? Top-tier, best on the market still. Very problematic fringe cases but the ‘brick’ chance is mostly non-existent anymore, a few things are left but the amounts are really really low by now.

Torchlight Infinite has a in-built chance for higher tier crafts to brick, but it’s actually surprisingly ‘fine’ since the re-acquisition of items is very easy and has basically no time investment. The majority of time limitations come from acquiring the resources to do the crafts, which allows better suited bases to drop which reduce the costs of the craft along the way.

In comparison LE has a very enjoyable and approachable crafting system. It’s straight-forward in presentation. Which I got to say… kudos to EHG! But the design behind it with how it works is simply non-feasable long-term. You get a near guarantee that things will end in frustration.
The majority of item acquisition is split into acquiring two parts separately, which tends to get you ‘stuck’ easily on one of them. Having something stored and ready to upgrade but no way to do so as you miss the other half inherently feels bad, which is one issue.
The other is that even if you get a potential second half it can still be wasted and you gotta re-do it.
And that all follows up with when you’ve got everything ready it can still fail.

If something is not optimally done it’s fine, acceptable. If someone doubles down on something which already can cause problems then you tend to get annoyed… but the systems of LE actually triple down on it and that tends to solely frustrate people… for good reason too :stuck_out_tongue: