Craft Fake % succes

You mean just like every single other aRPG that uses RNG in their item generation. Quite what that has to do with crafting, other than the fact that you don’t like it & will use any chance to bash it, I don’t know.

So LE is bland & PoE’s bipolar (for anyone that doesn’t know, if someone has bipolar, they swing from low/depressive emotional states to high/manic states & the swing is much “broader” than those that arem’t bipolar). But you can’t just tease us with continuing to say “LE is bland” without, at some point, telling us what you would do to fix it. At some point you need to put or shut up. Saying you it feels bland but don’t know what could be done to improve it is also an acceptable option.

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I have often wondered if we could ever quanitfy bipolar.

This is pretty dishonest, man. I’ve proposed many ideas across many threads for possible directions for improvement. I don’t know how you can possibly come to any conclusion to the contrary. In some areas, I don’t know what the best solution is, and I have already stated that too.

I think it’s like Autism, it’s only mentioned if it becomes “problematic”.

In which case, I don’t remember your fix for LE’s bland itemisation (but I do remember you mentioning it a lot. Ask my wife & my parents what they think about my memory…

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lol, alright. Many of those suggestions are present in the trade threads, so if you have only been closely following this one (or simply not those ones), it might be easier to miss. Let me pull one of the more detailed ideas for you.

Since they are lists, I dropped them behind spoiler tags to minimize the “spam” of a huge wall of text for those that don’t want to read through them.

Bars on the windows.

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I had the same sensation playing D3 trying to level up gems at the end of grifts “90% chance of success” fail, fail, fail, success. I’d jokingly call this “Blizzard math” with my brother. Of course, the roll of the die on Blizzard’s end was just fine I’m sure, it’s just easy to fall into the trap of weighing unlikely failures much higher cause they hit you in the feels.

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That has not been my experience at all. I have had plenty of T6 items drop that I was able to craft into decent/good items that were either direct slot upgrades, allowed me to upgrade a different slot, or allowed me to rearrange some passives/skill points in a more powerful direction.

And? It’s apparently taking you a lot of effort to get the best gear. What problem do you think you’re seeing with good gear being relatively easy and the absolute best gear being very hard?

If we think of gear quality on a scale of A to Z, I think most players find “good enough” gear for early/mid echoes around M or so. If I’m reading @Shrukn correctly, the problem is that the slope from A to M is very shallow while going from N to Z is extremely steep. It doesn’t feel good because the game up to that point as given you a set of expectations and then sharply begun to violate them.

He can correct me if I’m not interpreting him correctly, of course.

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IMO I think the “wall” for gear progression in this example would probably actually be around T. Also I am just curious on what the “Ultimate Goal” of these builds are, because lets be honest if the goal is to make it to wave 700 in Arena then gear might not be the issue as there are really only certain builds that can do something like that and they usually don’t require crazy gear investment. T17 or 18 items will take you through empowered monos in most builds and are honestly not that hard to obtain. As far as fake crafting success, I finally got my plus 2 to summon scorpion today and then bricked it on a 92% craft…feelsbadman

The amount of fractures I have seen above 90% this patch is bonkers. I guess it is not just me…

I had an item today fracture at 97% just trying to throw something together for a character that hasn’t completed the story yet…Maybe I should just delete him and make another he might have rolled a low luck stat /s

This is the kind of thing that turned me off really quickly. Drops aren’t allowed to be exciting, because then you wouldn’t need to craft. Craft is designed in a way that naturally feels bad (even if not intentionally designed to). The only appeal left are the passive and skill trees, but that’s not enough when itemization feels this bad.

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Alright, well Mike has mentioned that even 99% is not guaranteed, because I failed one. I have done these same very things. The point is not to use bases that cannot be replaced. Slap together a T8-T10 item on anything in the campaign is sufficient.

I think there can be a middle ground somewhere. It doesn’t have to be skewed completely one way or another. Right now you’re able to add stats and upgrade them. The random aspect is rune of removal and success rates. Fractures are there to tamp down progress. Instead, make it so adding stats is more random. Not completely random but random enough that you can’t pick and choose. Upgrading tiers could be a one time roll. You get anything between tier 1 to tier 5 and that’s the end of it. Perhaps some rare material that gives you a chance to roll for t6 and t7. Maybe another rare material that lets you roll again once more.

There’s multiple ways to go about this. I think most can agree we want a system that is not frustrating and also doesn’t give you everything you want since that would defeat the purpose of the game. There’s a balance to be struck and right now it feels like LE is taking the worst of both worlds if that’s even possible - the feeling you can make whatever you want but still feel frustrated.

I think this would make things feel worse. The best idea I’ve heard so far is to remove fracturing, make “nothing happens” as one of the fail results, and slightly up the chance of the other fail conditions. This means you can keep trying if you want, but you always add more instability until you’re just really likely to lose affix tiers by pushing it too far. It lets players decide their own risk tolerance instead of the fracture cutting them short.

Removing fracturing goes against the physical science of what forging is all about.

To quote my earlier post:

Basically gated behind finding affix shards? Then you run into powerful affixes that drop often being an issue. What stops someone from finding a base item and slamming it in perpetuity until they get the stats they want? Half the job is done if you find an exalted base item. Unless instability is permanent then yeah I can see it working. But I still hate being able to determine the exact stats on items. You also have to look at things holistically. Certain stats only need to meet a minimum threshold while others scale. Keep certain stats at a lower tier and save instability gamble on scaling stats. Resistances for example you just need to hit the max and it’s done. You may have resistances completed and just need a tad more so you keep it at a low tier for an item and focus entirely on slamming for other stats that scale.

I don’t understand people not liking randomness. Randomness is the very essence of ARPGs. People can accept random drops but can’t accept rolling the dice on crafting? There has to be an end to the crafting process at a certain point.

I care more about the integrity of the game’s mechanics than I do any vague ‘realism.’

I don’t think this will change. It might be better to think about options that take this into account.

We already have this in PoE and most players hate it. RNG is good in some ways in some place and bad in other ways in other places. It’s not a strict disgust/dislike that people have for RNG as a concept.