Craft Fake % succes

I know, right?

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How about checking those community guidelines before posting?

Just a suggestion.

So before the troll showed up to derail thisā€“think we can all agree to just ignore himā€“we were talking aboutā€¦

What do you think something like this might look like?

I actually like D3s system here where you could reroll one affix and rarer affixs (higher tier ones as well?) are just less likely to come up. Feel this kind of system lends itself to the low amount of affixes on rare gear that weā€™d be crafting with. But something like that really wouldnā€™t work if youā€™re getting drops with one or two affixes.

Thing I keep getting stuck on is with rare affixes I find so many common ones and get them from shattering even if it wasnā€™t what I was targetting on the shatter. With class specific stuff I donā€™t get them playing other classes and sometimes I might even have them filtered out when playing another build.

I end up with having less than 5 of these kind of shards but hundreds of common ones, the balance feels too extreme but I agree there should be rarer affixes. Of course I could pick up more loot and shatter more things but at a certain point that begins to slow down echoes and not sure how I feel about that.

This is why I was thinking it might be okay for the more common ones to be easierā€“which is a direct result of them being more plentiful. If the system didnā€™t hard brick your items, but instead had a chance to just lower affix tiers (or do nothing at all) on a failed crafted, the instability is still going up, but you would still be able to take those chances. I think this gives the more common affixes a proper sink as well as provides the extra leeway to make the binary pass/fail nature of crafting feel more tolerable. At some point, your instability just gets high enough that you are likely to just not see it as worth losing tiers. This would vary from person to person, but also create those uber ultra rare instances of items people successfully crafted down to about 20% success rate, even if they had one or two fails.

This idea may have some flaws to itā€“havenā€™t thought about it overly hardā€“but itā€™s interesting. The biggest win I could see is that it helps alleviate the issue of crafting feeling so terrible to engage with.

I think if we are looking to remove shattering, we should instead add a way to restore a shattered item for an increasing gold cost. This would add a needed gold sink into the game. But this would need to come with the increased chance of de-level as you proposed as alone it would make crafting too powerful IMHO.

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Yeah, I think the fact that each step adds further instability makes it more of a risk the further you go, but since you always have the option to try, it doesnā€™t feel so shitty if it fails.

I still like this method Rare shit should be rare shit. Maybe Iā€™m Old School. Earn your pimp toys young-unsā€¦ I mean it! Earn your rares and super rares! So needyā€¦ Go play Diablo if you want infinite loot. This game has a long way to go.

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This is such an odd topic for a game that does crafting pretty well, if you set up your loot filters properly and get the right bases with a few desired affixes you can pretty much craft it how ever you want. If you have above T15 or 16 items around early endgame your good to go. Grind get better gear or gamble to get the bases you want and then do some crafting. Things brick but luckily loot is not hard to come by and before long you will have some T17 and 18 items, rinse and repeat. I have been able to craft T18 to T20 for every character I have created and it never felt like a chore. Kinda the point of a looter ARPG is to have a power creep to make you feel stronger and stronger, if you were just able to craft whatever you wanted with 0 RNG involved then you wouldnt get that feeling of ā€œOh NIICE look what I didā€

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https://imgur.com/L8c8y27

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https://imgur.com/QaoHq4W

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For me, Iā€™m comparing it to POE and D3, because itā€™s what Iā€™ve played, and thatā€™s where my perspective comes from. The former is extremely (and deliberately) adversarial - it offers minimal control and getting anything good out of it depends too heavily on having an ocean of several dozen currencies to throw at it, so itā€™s barely worth engaging with. The latter barely exists.

So, a system like LEā€™s that gives me direct control over stats and their power, a few tools to improve my chances of pulling those levers more times, sometimes very high return for taking calculated risks, and without having failure almost always mean your item ends up completely unusableā€¦ thatā€™s absolutely more friendly as far as Iā€™m concerned.

And the fact that this system doesnā€™t use cash bought items, or even items that are rare in any way, is what makes all the difference.

Why do you have to be excited about a perfectly rolled implicit for the system to be good? IMO youā€™re describing a problem of mismatched approach, not a problem with the system itself. Putting high value on perfect implicit rolls on white items is a natural result of POE (and maybe others too? idk). A system that functions differently must be approached differently and will have different things to get excited about. Even then, I can still get excited about a high rolled implicit because I can usually still make a decent item out of it - Iā€™ve done it many times. But perhaps you and I have different definitions of ā€œusableā€.

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The rare items the game uses is the item itself. If you are chasing end game goals and trying to craft with exalted or even good bases the major price you end up paying most often is the item you wanted.

I end up hoping for good luck hoping my item doesnā€™t break rather than hoping for a good item to drop. I canā€™t get that rush when I find an amazing item dropped on the ground that I associate with loot ARPGs because itā€™s soured as I know the item will break before itā€™s useful in all likelihood.

In diablo you have a guaranteed way to change one stat so you can make almost good items great if you invest in them, no chance of it breaking. In PoE outside of vaal orbs there arenā€™t many cases where you would lose an item you could always try again if you wanted with enough time and investment in the item. In LE your time and investment make you less likely to succeed as instability rises until you lose the item.

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Itā€™s also worth mention that the crafting is foisted on us in such a way that a great/usable item that drops without needing to be altered basically never happens.

Reading this, it becomes very clear to me that you and I just fundamentally see things differently because I feel the opposite. Spending weeks farming enough currency (or slamming my head against a wall trying to trade for it) to roll the dice enough times just to start with one or two stats that I want on an item, binarily at the tier I want them, then having to rely on even more RNG to get the next stats I want, binarily at the tier I want it, which if any of them fail requires completely starting overā€¦ Fuck that. That feels like a loss and a waste every single time.

I would rather have an item drop with a T6/7 stat I want, put exactly the other 1-2 stats on it that I wanted, and fracture it before I can bring everything up to T5. That feels like so much less of a ā€œfuck youā€ from the game to me. The time and investment I lose is minimal by comparison because there are fewer layers of RNG I have to fight against. I do get excited when I see a T6/7 item drop because I can and have made items that excite me from them.

At least a fractured item can be something to show for what you put into it. An item you got screwed on a slam that you have to scour leaves you with nothing.

Maybe the most succinct version is - LEā€™s crafting system makes me feel like I, as a mostly casual player, donā€™t have to play a billion hours to get good gear.

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This is fair, but I think weā€™re talking about two extremes here. LE is currently too basic and has RNG that feels shitty to engage with. PoE is all RNG and requires a massive time sinkā€“but the rewards have much higher highs and lower lows.

Whatā€™s useful? What part of end game are you at and what are you trying to achieve? If you are doing early level monos and you only have like a 15 or 16, well thatā€™s kinda how its suppose to work, your not really suppose to be able to take on empowered mono bosses from level 60 to around 80. I think that part of the issue is people want really high level items when they arenā€™t a really high levelā€¦maybe I am wrong here, but once you are at empowered monos it is really not hard to find ā€œuseful itemsā€, since items will constantly drop at T10-15 with a affix or two open to craft on, Stability Orbs and Guardian Orbs will improve Odds of craft, if you land a free affix level you are sailing at that point to atleast a T17 or 18, with a little luck you will hit 19 or 20. It takes work but thats why its an Endgame item. And if your talking about crafting in early game, well most items are useful in early game as long as they fit your build atleast a little, the campaign is more of a tutorial :wink:

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Thereā€™s probably an argument to be made that ā€œbetter than a sewerā€ is not exactly a glowing endorsement, but I honestly can be happy with the degree that LEā€™s crafting RNG feels shitty (when it does) because to me it feels the least shitty by far of crafting systems Iā€™ve engaged with. When I feel shitty about it, I just hold it up against pretty much anything else and then it doesnā€™t seem so bad anymore. And I also honestly like the simplicity - itā€™s almost relaxing, comparatively. My head is filled with so much useless video game shit from 25 years of gaming that Iā€™ve come to value not needing to put more in there.

But itā€™s probably different for me because Iā€™m not trying to make amazing gear and push the limits over here. Average-to-good is something Iā€™m perfectly content with.

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I do empowered monoliths on a variety of characters and while you do get a decent amount of drops I donā€™t think Iā€™ve seen much constantly drop near T15 by itself. Much more likely to tend toward the T10 range of that and quite a few break without getting to the point they are an upgrade over what I have been using to run regular monoliths on the character.

I feel personally that they have put exalted items in game to be chase items but due to the crafting system they arenā€™t exciting they are just a constant source of disappointment. I donā€™t need exalted items for any of the content but if they add them in the game as chase content and using them feels bad 95% of the time then I donā€™t think itā€™s a very good system.

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I understand where your coming from :slight_smile: