I think that the purpose of the Rune of Removal is to get the shards for an attribute that you want to apply to another piece of gear.
Mostly what I want is a targeted way to remove the poison affix on an otherwise cold piece of gear. Don’t give me the shards, to make it balanced. Cost me some FP, sure. But for the love god if I have to throw away another almost good piece of gear I’m gonna lose it.
Also, if an item’s intrinsics are cold focused could the item maybe have a better chance of rolling cold/chill attributes? I’m so tired of everything being almost good but no, it’s just crap.
Crafting is RNG, like everything else. Rune of removal is actually meant for giving you an RNG chance of removing an affix you don’t want. Chaos glyphs are also useful for this, especially for suffixes. Glyph of despair is pseudo targeted removal that some people use. I don’t expect they’ll ever give you a targeted removal rune unless they make it exceedingly rare.
No, the primary use for Rune Of Removal is to have a chance of removing an affix, to make space for another affix.
If you have a item with 2-3desired affixes and 1 undesired affixes there is a chance to free up space on the item to make it 3-4 desired affixes.
The functionality, that Rune of Removal also gives you affix shards of the removed affix was an addition that came after it was implemented, because the feel bad moments when you had a good piece of gear with some rare affixes (like hybrid health or skill/class affixes) and they were the affix that got removed, we’re critiqued heavily.
Now if that happens you at least get these affix shards.
On top of that Rune Of Shattering and Rune of Removal can be used for the same thing, getting affix shards, while the Rune of removal is like a “high budget” variant, because it’s significantly rarer, but gives you 1 shard/affix Tier guaranteed.
Not a fan. I don’t like if items are to streamlined.
I think it’s foolish to use the Rune of Removal as Heavy described. You have an item with three good affixes and one that doesn’t do anything you have a 75% chance of fucking up that item.
I guess I’m just not built for end game. Or for this endgame. I’m throwing away literally thousands of items and the intent is to just leave most of them (I think more than >99%) on the ground.
Where my head is now; I create a rule for each character that changes the color of class-specific affixes so that I know those are targets for rune of shattering (because I can buy the rune of shattering at the vendor) with the thought that eventually one of my characters will get a purple item that has three good affixes and I’ll add the the +1 to skeletons (or whatever) that I’ve been harvesting.
What I’d like is to be able to create a rule that changes color for dual affixes (for the same reason), but I can’t figure out how to do that.
Also what I’d like is for something easier; a rule that changes item color if it has a rare affix. That’s honestly what I think I’m looking for.
Yes, I should have created this topic is suggestions, but I didn’t think of that at the time.
It depends on what stage of gearing progression ou are.
If that particular item is an upgrade with “only 3” useful affixes you can ignore 1 useless or suboptimal affix.
But you will eventually reach a point where an item needs to have 4 desired affixes. And you should always filter for items that have a lot of desired affixes regardless of it having an undesired affix. Just try a Rune Of removal, worst thing that can happen you get some shards and throw the item away or shatter ir afterwards.
But some of my best item crafts came from those risky rune of removals.
You can do that, by utilising multiple rules in succession. It is not easy to explain and will derail the topic.
If you are really interested feel free to create a new thread and ping me or DM me on discord (Heavy#0351)
I heavily (heh) agree with using rune of removal. I’ve made some amazing crafts using it instead of chaos rolling an affix and praying. Chaos rolling is good when leveling or when you’re trying to salvage a good base item, but runes of removal can drastically improve an item at high cost.
I haven’t played with the Chaos glyph because it just seems like a way to waste FP getting something else I don’t want.
Heavy is it possible to create a rule-pair/set for any/every dual? Or is it you have to choose the dual’s that you are interested in? Would rather not have dozens of rules just to do something that EHG will/should do eventually anyway.
But surely you’re talking about the rune of removal now rather than at some point in the dim and distant past (I’m also not entirely sure it was functionaly different “before”).
Technically you can create rules for any dual prefixes or dual suffix pairs. (You can also go not only for suffixes or prefixes, but that is vastly more complex)
But that requires multiples rules per item type (Like Boots, Gloves etc.)
For Example you could create a rule for boots that always have a one of many resistances and hybrid health.
For for the boot example you need 3 rules:
Hide Boots | Affix with at least 1 | Select all non-Hybrid Health and non-Resistance Affixes (9 in total for this example: Added Health, Armour, % Armour, Added Dodge, % Dodge, HP Regen, % HP Regen, CDR, CSA)
Hide Boots | Affix with at least 2 | Select all Resistance Affixes (8 in total)
Show/Recolor Boots | Affix with at least 2 | Hybrid HP + all Resistance Affixes
You can use the same technique for other combinations of affixes or base types as well.
You cna also include prefixes and suffixes but that makes it even more complicated depending on your desired end result.
I would also not really recommend this setup, because open prefixes or suffixes are very good as well. (If you have a Item with 2 good prefixes and 1 suffixes you want and a open suffix, that is a great crafting base)
I think the rune of removal vs glyph of chaos adds an interesting layer of decisionmaking to crafting, as there are situations where one is better than the other.
If you have a wrong T4 prefix on a body armor for example, getting something useful with glyph of chaos is extremely unlikely, so you’re better off using a rune of removal for the 25% chance.
If it’s a wrong T1 suffix on an otherwise good ring on the other hand, it’s quite likely you’ll get something usable by just spamming glyphs of chaos, as long as you’re a bit flexible with your blessings/idols/other gear.
If you could just target remove an affix, it would make the end game gear chase significantly shorter and less interesting. (my opinion, of course)
Oh and if it’s an amazing item with a bad T1/T2 affix, don’t forget that you can also try and seal it with a glyph of despair. At T1 it’s a guaranteed seal.
Rune of removal would be more interesting if the cost of rune of removal was not so high.
Up to 25 FP is a very steep cost, so on top of the 25% chance of removing the correct affix, you also have a non-zero chance of bricking your FP.
I couldn’t agree more. So much of these systems are all or nothing. They seem too punitive to me, like they are designed to make you play for far longer than I want to be playing the same content (obviously, this is subjective).
I think the end game gear chase ends with finding a unique with 4 LP in every slot and merging a 22 with it. You really can’t go beyond that. It’s absurd, of course. It’s probably game breaking, but I think that would be a good thing.
Finding, then crafting, 11 pieces of gear with all the right stats… how long should that take? Finding 11 unique that have 2LP; how long would that take?
“This game isn’t for you”; No one has said that, but it’s possible true. I’m ok with that. What I’m currently chaffing at is that I can play for 5 hours without even a slight upgrade. Maybe after they do a polishing pass and the gameplay it more solid I’ll enjoy the combat more and will be less itchy.
It is reasonable and even desirable for there to be roadblocks in gear progression.
It is the struggle gives value to the result.
However, It’s a difficult to get the right balance of randomness that does not completely invalidate gear chase, while not making it feel like a chore.
I think that LE crafting system is a great experience in the early game, but is really bad once you get to the min-max phase.
I find myself wishing for it to be a bit less smooth at the start for a better experience later.
Because, yes, once you get to the minmax phase it does feel like the game is deliberately making you waste your time.
I think that the main problem is that all failed attemps are a brick, once the FP is gone you are done with the item. If the item is an upgrade, congratulations, otherwise, back to square 1.
So if you try 100 times and fail 100 times you are no better off than you were 100 attemps ago.