EDIT:
after thinking a bit…
doesnt this system makes gambling super OP?
spam gambler on base you want > spam until u get t13 or so with stuff you want > ez t20
I mention this because timewise, its way easier to farm gold and gamble for 200 crusader gaunlets, that finding them in the wild.
Any prevention to stop this? gambled items get less potential maybe?
I wasn’t huge into the previous crafting because it felt… bad, and kind of just all around difficult / confusing. As a result I just didn’t engage in it and the game felt kind of shallow outside of the skill trees. I feel like the game is going to open up greatly to me, as I’ll be able to engage in the loot chase and perfect late-game builds. I’m really happy with how accessible and fun this looks.
Yes, items with low instability will have a fairly high amount of forging potential for their rarity, items with medium instability will have a fairly low amount of forging potential, and items that already have high instability will have no forging potential. Generally items that drop after 0.8.4 launches will have more forging potential than ones that were converted from instability.
With the new chase items, will these be incorporated in the current monolith system and have things like item rarity modifiers affect the drop chances of the corresponding echo rewards?
Or will other systems be in place to try and acquire them?
How does potential cost work if it’s random ? The screenshot says it will take 2 potential, is the cost for the next craft random and permanent until you perform that craft ?
The outcome display shows the outcome of the previous craft. In the case of the screenshot the craft had a random cost of 1 to 20 forging potential, and ended up costing 2.
So we basically get 1 shot for every T4 affix we got on an item (assuming we have plenty of those glyphs lying around). Between that and the randomness of forging potential costs, crafters will have plenty to do ! Thanks for the quick response.
Can’t wait to see how legendaries relate to all that.
It seems that you kept the global feeling of the crafting. I’m just not sure what the glyph of order do. Is it fixing an affix in order to use a glyph of chaos for example ?
This is probably the best update I’ve ever seen from you guys, I’ve never felt more heard by a dev team than this right here. So many different instances of “This made the players feel bad/have a bad experience, so we changed it” so refreshing in the current industry right now. Keep up the excellent work guys and gals.
Normally when you upgrade an affix the roll within the tier is randomised. So if you have a helmet with a T3 health it’ll give somewhere between 26 to 40 health, and when you upgrade it to T4 it’ll give somewhere between 41 to 55 health. Normally the value it had within in the range at T3, whether it was at the top, bottom, or middle, has no effect on the value it will have within the range at T4.
The glyph of order changes that so that its position within the range stays the same, i.e. if it gave 40 health at T3 it’ll give 55 health at T4. This can be used to ensure that you get good rolls on your T5 affixes.