Ok after a lot of crafting I can say that the risks/probabilities might be right but my opinion is that it has become incredibly difficult to craft high Tier items.
You either find a T17 item or you have to get incredibly lucky. This might be intended to find the best items and make them a little bit better but my next point cant be intended.
Crafting from a White/clean base is impossible if you want to get something useful. Your risk of fracturing goes up so fast that you cant go over T10-T12 if you are lucky. That makes no sense. If you find that good base with well rolled implicits you cant craft it into something useful.
The System needs some balance or New types of glyphs to influence the crafting process.
Thats also why i suggested splitting it into another thread, because i donât think is positive maintain a thread with such a negative title that its not true, but of course that just a personal opinion and i donât try to censor you guys or anything just think that would be better make another called craft chance suggestions and help for new players or something like that.
WHY do they call it crafting? It is in reality a gear upgrade lottery.
A crafter gets better at what he does, here not. A level 1 noob has the same chances as Boardman21.
So either make it an upgradeable skill like all the rest or rename it from Forge to Wheel of Fortune., from crafting to lottery
Putting lipstick on a pig doesnât change the fact that itâs still a pig.
I hate excessive rng. Please donât cater primarily to the hive minded mega farmers with no family or prospect thereof. This game is already boring from the moment you end the campaign for this reason. Farm, farrm, farm is boring, boring, boring.
Being a bad PoE clone is not making me stick around.
The current crafting system is a weird combination of deterministic crafting mixed with gambling. I can see why - game would be too easy if you could guarantee certain stats at a certain level in a genre that doesnât want you to do that. I personally think the combination is off. As long as success rate is shown, you will always have people pissed off about the perceived fake success rate.
EHG is probably already working on something - but it would be great to see shards reworked. Instead of shards dropping for certain stats, it would be nice to see the them grouped up into certain shards, for a lack of a better word. Shard x can give you stats a, b, c, d, e, f, g etc. A and g may be highly prized stats while the rest are trash. Shard y can remove stats a, b, c, d, e, f, g from an item. A and g are valuable, rest are not. People donât like bringing up POE, but could also bring in the fracture system in a different implementation.
Thereâs so many ways to bring in depth to crafting while retaining the essence of the genre. The current system is too flawed conceptually to keep that loot loop going. It just straight up doesnât feel fun or rewarding. Granted the game is still in EA, but this is a pillar that should be nailed or it doesnât bode well in the future.
Thatâs exactly the result. I logged on to check out the new echo system after patch and while there was a bit more lipstick, it was even more farmy.
Iâll still follow the progress but am not playing anymore. Booooring end game.
And I love your attitude. Typical of a closed minded hive behavior where any other views are wrong and that those people better leave. ROFL
Wanted to chime in and say I like the idea of combining surplus materials to influence the odds of success chances. Reading further replies, I understand this could be exploited and see lots of concerns regarding the deterministic crafting sullied by ârng simulatorâ. Iâm still excited to see how they expand on these systems while retaining the positive aspects.
I feel we all agree LE in itâs infancy has plenty of room to grow and there have been plenty of ideas thrown around in this thread alone.
Thats not correct, with the current crafting system you will never ever get a useful item if you start with a clean base. You will get to T12 if you are lucky thats it. They have to add further materials to the crafting process to make it more useful.
The rare occasions when you find a good base with maybe good implicits and well rolled, then it will brick WAY WAY too often. Even with 75% success rate you can upgrade the item 3 times, statistically it will brick on the 4th try and this would result in uprading affixes 3 Tier in total. Not loving it so far.
Maybe they donât want you to be able to craft all the way up to t20 from white. Maybe they want item drops from mobs to have a roll to play in gearingâŚ
That said, you also really donât need a perfect implicit t20 to do empowered monoliths.
The more I interact with this system, the less I like it. It was definitely novel at first, but it wears thin very quickly. Iâve said it plenty, but it just feels awful to interact with. Worse, it keeps the rest of loot from being interesting. I hope they rethink it before too many other players end up feeling how I do about itâand especially before launch.