Crafting Changes We're Exploring

I’m liking the sound of this and looking forward to trying it out. Usually I end up fracturing most of my stuff because I just can’t stop and keep on clicking.

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I love it!
My vote is for no increased instability from critical successes

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I think the new destructive fracture should be equal to the old damaging fracture.
Making the new destructive more lenient than the old damaging is in my opinion too lenient.

I also vote that a critical succes shouldnt increase instability, depending on how rare a critical success is ofcourse.

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I love how this is being looked at and I love that it can seem a bit easier with these (possible) changes. Though, I still feel like there should still would like the “destructive” fracture to still eliminate at least one affix. in order to hold true to its name.

That might just be me though - who knows. =p

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Another step toward the right direction.

Love for EHG to realize the crafting system has its flaw and willing to experience new function.

I’d love to have this instead of a +2. But both are equally good to help counter the frustration of failing.

Very nice changes. My vote would have been to get completely rid of the destructive fracture. Let’s see if the new destructive fracture leaves a chance to still use the fractured item. Because if it’s useless after the fracture I wouldn’t mind if there are still some affixes left to shatter. But the current numbers look ok.

Absolutely love the critical success! Don’t know if it should add instability or not. It’s already a big deal if you get a 100% success crafting attempt for free. So even not adding the adequate instability might make it a bit too powerful.

Nice changes. Hope you also add some of the QoL features I suggested a while ago.

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What if a minor fracture only locked you out of one affix but you could continue crafting. If you continue crafting increases the instability of the item causing it to become dameged or destroyed

I think you could explore adding glyphs that remove affixes while increasing item stability (with the potential to go above 100). I really think the addition of critical success is a good step in the right direction.

Someone also commented that they want critical success to reduce instability instead of increasing the tier of an affix but I think this would be a bad change to the already proposed system because you can now potentially get tier 6 affixes via crafting.

However, I think that, in addition to critical success, you can have crafts have a chance to not increase instability and these can compound with each other so you get +2 and no instability which would be opposite to a destructive fracture. Maybe also have the chances of this increased the higher stability of the item.

U still can’t. They already said

I look forward to the inevitable unfortunate occurrence of the game choosing a t5 affix on a critical success & not doing it since that would not be allowed…

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Looks like I gotta make another video on this, as always nice job!

It is smart enough to only pick between ones that are possible to upgrade. The only time a Critical Success roll will not upgrade a tier is when none can be upgraded due to them all being 5+ or it would cause the item to be unusable due to level requirements.

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I don’t feel there is a need for three types of Fractures as they are now. Each don’t feel that much different.
For each Fracture, the main punishment is no longer being able to craft on it.
Losing some Tiers feels more like an extra secondary punishment that will give you a handicap until you replace the item.

As it is, the Fracture system wouldn’t be much different with a Minor Fracture that don’t make you lose Tiers (except the one that failed to be added) and just a “Major” Fracture that will simply add the loss of Tiers (maybe a loss intermediary between what is planned for Damaging and Destructive, of a loss proportional to the chances of Fracture).

Else, maybe the system would be improve with an opposite approach.
There could be a Minor Fracture that:

  • still let you craft
  • gives an extra increase to chances for Fractures (in addition to the increase you have for simply crafting)
  • don’t add the Tier you wanted to add
  • reduces Tier of the affixe you wanted to improve
  • (eventually reduces Tier of some-all other affixes)

And a Major Fracture that does the same as Minor Fracture while also preventing further crafting.
(Of course, it can also be made with three Fractures, first reducing the Tier of the Affix we wanted to improve, second also reducing the Tier of multiple Affixes, third also preventing further crafting - there are lot of possibilities around that idea, even the possibility to have a risk to reduce a T6-7 Affix)

The idea is that a Minor Fracture gives a set back by reducing Affixes but still allows to continue to improve the item but with increased risk of Minor Fracture - for new set backs - or of “Major” Fracture - which will then definitely stop improvement of the item.

To me, it makes the punishement feels more differenciated between the type of Fractures as losing some Tiers feels less punishing than losing the possibility to improve the item.
And it allows to reach higher chances of Fractures, to try our luck with higher risks.
As with the current system, if you have 10% chances of Fractures and get a Minor Fracture, you won’t progress further. And even if you progress further and get a stronger Fracture, you may get an item that can be not really different than if he got a Minor Fracture earlier.
(not sure I’m really clear about what I wanted to say with that but I still leave it like that as I’m not confident to manage to express it better in a non native language ^^’ )

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Those are welcome changes, but one of the most commonly discussed things in chat is how often we experience fractures with items with 90% ++ success, even 98% success. When you see those numbers and then you see a fracture happening, it is really annoying, no matter if the system works as intended. I feel that displaying those success chance % could be doing more harm than good in the long run.

I’d recommend you guys double check and triple check what’s going on there, even though I’m pretty sure I’m not the first to bring this up.

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Oh wow and I just recorded a Podcast Talking about what crafting changes I would like to see haha. Well hopefully that will still be relevant. I am glad you guys take feed back so well and give us a version beyond expectations looking forward to see in how this work out.

If you ask me, this is still a band aid on a seriously flawed system.

I know for a fact (I have been keeping a log of my crafting attempts) that a 90% chance for success is NOT a 90% chance for success. According to my data, a 90% chance for success is more like a 77% chance. I’ve had fails many more times than that 90% suggests, so there is something else going on behind the scenes other than simple instability. It is my contention that your rank at the time of crafting is also affecting the RNG roll of success as I’ve had many more successful (and more true) crafting attempts with my high level characters than say a lvl 20-something.

My solution to the crafting system would be a non-linear possibility of success and instability such as that currently used and replace it with an exponential one where as early crafting would be easier to succeed but ramp up exponentially as more tiers are added. Yes, getting 4 T5 affixes is supposed to be hard and near impossible to acquire, but failing at early crafting with 95%+ chance to succeed is just so maddening because it happens at a higher rate than it’s supposed to happen.

Just my two cents, but my data doesn’t lie and if it’s true that I’m just that unlucky, then I should probably just stop playing LE now and wait for the next ARPG since crafting and gear is vital to success in this game.

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I like this idea, but it could also be adapted for the 4 --> 5 crafting process. If a critical success is not able to grant the +1 tier level, then it reduces instability by “X” instead.

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Serious questions: how are you collecting this information? Manually or scraping the logs automatically? How big is your data set? If it’s automatic and you have all the roll data and the data set is over 5,000 I would be very interested to see that. I have recently preformed a ton of automated and manual testing on it and I was getting insanely close to perfect distributions.

edit: even if it’s not automatic or that big, I’d still be interested in it if you’re up for sharing.

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Lol, i was thinking the exact opposite, i feel my crafting tends to be lucky

The only thing i don’t really like about current crafting is rerolling the stats causes damage, i never rerolled stats on any item at all

I’m a bit surprised by those changes.
Personnaly as soon as the combined percentage of minor and damaging are above 33% (25% minor and 8% damanging) I’m purely stopping to craft the item. I’ve bricked too many items to consider that it’s not worth.
Therefore I never play with the odds of destructive fracture as the damaging one is already too crippling to worth the risk and I’ve never seen one appear in my craft.
So am I the only one to do that or people are just constantly trying to push the craft until the destructive fracture ?

Edit : I read too quickly the changes. It goes in the way to allow to risk more during crafting ok ok.