Crafting Changes coming to Eternal Legends Update (0.8.4)

Looks promising, reserving judgment til the patch drops.
Also, if the glyph of chaos choose the resulting random affix from the list of available shards player have, I can see that it opens it to abuse (ie:sell or use up all the undesirable affix to target craft)

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I guess we’ll have to try the system first before judging, but this looks like it could mean white bases with good implicits could be pretty bad for crafting. Especially since FP is around 15-25 for them and a single craft can roll 1-20 meaning easier to get done in 2-3 crafts.

That could hurt for crafting items with multiple implicits like turquoise ring/hollow blade/crystal wands etc.

“hurting” sounds very negative.

Isn’t it a good thing, that items that drop well are more important?

I always found it weird, how far you can get from white and magic items.

Was definitely cool sometimes, but it made rares and exalted feel pointless sometimes, if they were not close to perfect already.

Now rares and exalted items seem to have way more room to become perfect with all the different optiosn and high forging potential.

Also don’t forget, that Rune Of Shaping did change. (easier to get good rolls now)

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Wonder how all of this is going to apply to my 100 stash tabs of drops I have saved… :wink:

hears his grandmother telling him to clean the cupboard

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While this is relatively minor, it could be nice to have the option to “decline” the extra affix tier from a critical success. If you have a T3 affix that you want to get to 4 and then seal but it happens to be a critical success and is now T5… well sucks to be you.
Though I could also understand having this be one of the “risks” since you shouldn’t get perfect items too easily.

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BTW, new staff spotted!
Staves are also remade next patch?

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I think that is the renamed Ash Staff.

Guess its time to say good bye to the item editor :wink:
I kinda liked crafting from scratch but always had a suspicion this was stop gap instead of long term engagement.

Crits won’t bump it up 2 tiers:

Ok i am bracing myself for all the thumbs down now but i feel like the party pooper. One of the objectives is

But i think there is nothing to really enhance this other than making it more difficult to craft up magic items as i see crafting up rare not being materially altered

Glyph of chaos - there are 502 prefixes and 158 suffixes so the odds of getting the one you want is negligible to zero (noting that the objective of endgame itemization is to have an item with EVERY affix being one planned and at highest level possible). It in fact probably means that many affixes which are not optimal (e.g. +Health instead of Crit Avoid) are not worth trying to roll off as you are more likely to replace with something totally useless (e.g. +Health becomes +Fire Res when you are already capped on Fire res)

Rune of removal - doesnt make any positive change to the issue that getting a 4 roll rare with only 2 stats you want is virtually impossible to make into an item with all 4 stats you want

i agree with LizardIRL

In my opinion the best way to fix this is to have a difference in the forging potential between dropped and gambled items. For example the “Battle Axe” indicated with 20 Forging potential could be only 50% - 75% of that value if it were gambled instead of dropped in game. We need a significant potential discount on gambled items to make “playing the game for good drops” more worthwhile than farming gold and gambling.

I was really positively hyped about these changes since everything else is a very positive change but this problem is such a huge negative in my opinion. Happy to be convinced otherwise or be shown the error in my thinking.

I am pretty sure the glyph of chaos still respects the possible affixes based on the item type.

So for most items this means ~20 prefixes and ~ 20 suffixes (some class specific slots might have 30-40)

Rune of removal still has a lot of risk, but now we at least have 2 more other chocies to make those items great (Glyph Of Despair and Glyph Of Chaos)

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Most of which won’t be valid on the item you’re crafting, but yes, the odds of getting a desirable affix is unlikely to be high. That said, this is an aRPG, if you could guarantee every single affix & tier, you wouldn’t have any loot hunt.

@Heavy @Llama8 Thanks for the replies. Both very valid points.

Lets see how it plays out but my gut - not the most reliable measure after last nights Vindaloo :slight_smile: - still thinks magic items with 2 affixes you want + Glyph of Despair will be the best alternative

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Just to be sure, I didn’t wanted to play down your concerns.

The bolded word is very important.

Overall there will probably still be a “best way” for a lot of cases, depending what you want to achieve.

But we definitely have more ways and stategies now, then before.

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Yeah, IMO, a rare with 2-3 of the desired affixes and the rest of the slots open would be the most desirable option for crafting up to t20. Hopefully items from the gambler will have less forging potential, say 20% less.

This would probably be the simplest way to resolve everyones concern about the gambling loot route becoming too good to ignore…

I mean it makes good/perfect implicit white bases seem very useless with the change. If everyone ends up just hiding those after the change then it would have ‘hurt’ but again can only tell after trying it. So now instead of keeping an eye out for Hollow blades with low instability or the mods I want, I just filter for Hollow blades with Flat void/crit which is surely rarer.

Even with rune of shaping changes, its hard for these since both roll individually. For eg: Sorcery staff the mana cost and adaptive dmg seem to be linked so a high roll adaptive will always have a high roll mana cost. But for turquoise rings/hollow blades, each is random so
if you want a 40+ flat void and 10+pen its going to be much harder with shapings than just say getting 12+ endurance on engraved gauntlets.

In my experience so far it’s pretty obscenely rare to go above t15 with a white 0 instability item. I feel it’s adequately hard to get 2x t5 on a white base which is commonly done for weapons and even then those aren’t BiS since high tier suffixes generally pretty good to have.

Idk guess I’m just not completely sold on glyph of chaos and hope but can only tell after playing with it. Would be cool to have another glyph alternative to hope that reduces the FP cost by say 50%. So if you roll say 2 FP it becomes 1 FP but if you roll 15 FP it becomes 7/8 which makes a big difference.

I think having only one Glyph for that purpose is better and other glyphs do entirely different things.

I am aware that your suggestion would lead to both runes having use-cases where they might be slightly better then the other, but ultimately, they serve the same purpose and are very redundant.

Having less very same-y/redundant options and more vastly different options is the way to go IMO.

It makes the crafting system less bloated, just for the sake of adding more stuff.
There is this small game, which is abbreviated with 3 letters, that has this kind of problem IMO :imp:

Not necessarily if I read that right. Rune of Ascendance text said

That says to me that it can’t turn it into a Unique that can’t randomly drop, which the Fractured Crown can’t.

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I disagree. There are many instances where LE has “very same-y/redundant” options such as

  • damage, 7 different damage elements which only differ by skill colour. Why have so many different types?
  • defences, dodge/block/glancing blow are RNG-based, armour/resists are both deterministic, why have multiple options for each RNG/deterministic? And, why have affixes that do the same thing? Flat/% hp, both add hp, one of them could be removed, same for flat/% dodge or flat/% armour.
  • skills, the Sentinel alone has 5 different melee skills that all masteries can access (+1 locked behind each mastery), surely they’re all “very same-y & redundant”? Why not simplify it down to 1 melee & 1 spell? That would definitely be the way to go IMO… All other classes are similar in that regard.

IMO, @GoldenExperience’s suggestion of a glyph that always works but reduces the cost of a craft by a % is a good one, it would have a more deterministic effect on crafting cost compared to the RNG effect that the glyph of hope has. That’s what makes them different & less “same-y/redundant”.

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