Crafting Changes coming to Eternal Legends Update (0.8.4)

I like what I see.

With 0.8.4, it’s probably time to finally re-adjust the “Loot Filter”.

Does the “Rune of Creation” also work without remaining “Forging Potential”?
→ Or must there always be at least “1” left? Could also be 0 “remaining” left. :slightly_smiling_face:

Very nice.

How are the odds for a critical crafting weighted now?

In the old system low instability (your first few crafts) had more chance to crit.

In the new system, how will forging potential be weighted?

Since it also has the same goal as this aspect:

Will crits be mroe weighted towards low forging potential, so these last few finishing crafts can give us a dopamine rush!?

I didn’t know anyone disliked the old system. I love it personally, other than the redundancy for the two glyphs. That being said, this might end up being pretty cool. What I’m most excited about is the “trash to treasure”, “mirror of kalandra”, and that Glyph of Despair is super unique and interesting. It’ll be fun seeing what the hardcore players can come up with, having something like a double T7 item with five affixs.

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I’m not looking forward to adjusting all my loot filters on the 10th EHG. Not one bit…
On a serious note, to echo what @LizardIRL, @Flintler, and @Rimed mentioned about the gambler, might behoove you guys to kneecap the gambler a little bit in prep for the Forging Potential change. Much like hitting gambling for uniques and sets. Giving it a “Gambled” tag or something that inherently reduces potential by some percentage could work. And by having the tag on the item could be useful once trade comes into play.
Looking forward to not feeling bad crafting on some good exalteds too. All in all I’m happy with what’s happening.

Also:

Yup something to do with Legendaries no doubt…

nice! looking forward to 0.8.4!

Based on what Trasochi said regarding Glyph Of Despair and how Glyph Of Chaos is worded as well (Modifiers the outcome of a craft, when upgrading an affix), probably not

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Seems solid in text. All that matters is personal experimentation. Crafting is based on individual needs so everyone’s expectations are going to be different. This overall is a step in the right direction.

Cautiously optimistic after reading this.

Cautious because, on paper, it sounds a touch too good to be true. I’m guessing the “feeling” will come down to the range of crafting potential my historically poor luck takes per craft :stuck_out_tongue_winking_eye:

Is the 1-20 crafting potential cost a realistic value range or is that an edited screen shot?

In this paragraph

Trasochi said that 1-15 is “normal”, so I guess there might be some crafts that can range a little bit higher than that?

While there is always stuff, that is subject to change, I don’t think they would deliberately add something that is edited like that.

In that screenshot you are talking about it is a T5 craft, so one of the higher ones.

If I am not mistaken there is no mentioen in the whole dev blog, if crafts get more expensive/cheaper on the same affix

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path of exile
path of craft
path of lastepoch

Mild brag, I guessed it mostly right. (Idk if I was the first).

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Better lose your shit as thats exactly what I felt when reading this and im not a ‘crafting elitist’ no idea what that even is, I guess if you attempt to craft in PoE you are an elitist

Please remove the Gambler from the game as this compounds issues even more

it was/is like that. Some of my characters were geared solely from the Gambler and it actually only took 30 mins to gamble almost every slot with decent items

I dont know why the developers dont make Crafting an actual skill to invest in with points/time. its silly to think my character can immediately craft amazing gear right off the bat due to being ‘lucky’ and on the flipside I can craft a pair of boots 100 times and never get better at it. Its still never going to be more than a slot machine then. At least in PoE you can block mods and influence the outcome of your crafts…despite what people actually think

Excited to try out how the new crafting system would feel in the endgame grind!

I feel like that’s worth a brag - that is pretty close :grinning_face_with_smiling_eyes:

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It does feel to me like the 1-15 amount being regular is a bit wide of a range. I think I’d rather it be cumulatively more. Like the more affix levels, the more it uses or the wider the range gets. As the new system stands, rare and exalted items already have a HUGE edge over normal and magic items (which makes sense although I do feel that the gap is a bit big), but if a T1 affix has the same amount of potential cost as a T5 affix, it seems to me just a bit off-putting.

No doubt this is a better system than before but the range does give off some of the same feeling as the failure rate of the instability system albeit more transparency and ease of understanding.

I really like the changes here. The half empty perspective changed to half full, these new glyphs create interesting decisions, affix conversions are nice too. There are more ways to approach item crafting and the fun should last longer when you actually find a nice item with a good starting point. Much better than shattering after the first or second button press. Great work, I look forward to trying it out with the stock pile of exalted items I was petrified to experiment with.

I like the new Runes/Glyphs.

To me, the fundamental essence of crafting isn’t really any different. As Trasochi said, most people don’t really “get” chances/odds, so this new way of presenting crafting will make it more understandable to more people.

Ultimately, nothing is really changing with the base system. You can craft on any given item a random # of times before that item is “done” and you can’t craft on it anymore. Exactly as it was before, just with new terminology and presentation. I noticed that when Forging Potential reaches 0, they even still use the term “Fractured”.

On a related note, I assume creating a Fractured Crown will simply be pushing FP to 0, but we’ll have to see. (unless EHG can spoil it for us… :slight_smile: )

Chaos changes the way I look at loot completely. This is an extremely good thing.

So are you going to give us a unique with a lot of crafting potential and the unique trait “can have multiple sealed affixes”?

Also after the first week I want to know what the most commonly sealed affix is by item type. I bet weapons it will be melee critical chance and on armor it will be flat health.