I have to say, I want this game to be more popular than it is, and I want to be among the players that don’t bother with other games cause this one is just simply fun to play… not for a few weeks but from one season through the next.
Crafting is both one of the best parts of this game, but I have to say it’s also one of the main reasons I end up stop playing the game. I like having something to shoot for, like finding the perfect base. I like having something to shoot for, like finding that 2-3 LP legendary. But to finally have the perfect base or rare legendary simply be ruined from a bad crafting outcome, or corruption outcome, just hurts one’s soul.
This game is rather like playing the lotto rather that a hike to the top of a mountain. A base drops, it’s 99% chance to be the wrong base type, but lets say you get the base you are looking for, It’s a 99% chance to not have a T7, but lets say your item drops with a T7 affix. It’s a 5% chance to have the right affix on it, so 95% of the time you have to use despair. If it doesn’t have a T1 prefix (or suffix depending on what you want), it has a chance to fail and if it doesn’t have T1 or T2 affix, it’s very high chance to fail. If you find the base with the right affix on it and a T7 roll, it’s a 75% chance to be on the wrong affix. If you craft the affix you need onto it, it’s a 100% chance to not be the T7. So Almost always, you have to Havoc the item. It’s a 75% to fail each time you roll. As the original poster commented, each roll takes up a random amount of Forging potential, so much that even with an item with 60+ FP, it might be bricked after 3 tries. Lets say you get the T7 on the right affix. There are still 3 other affixes, what is the chance that it has even one Affix you want. And the chances when it doesn’t, to get it do chaos into the right one? And the chances when he has the right one, to upgrade it to a T5, and then the next two affixes to have the right third stat, and for it have a T5, and the last affix for it to have a T5 in the stat you want. OK, so you finally got a T7 affix on the right Base and a T5 in your second most useful stat, and the last two affixes got T3 is resistances. Good enough. So far, what is the chance for that to actually happen. Hey, eventually it does. So far, the worst part of the grind to get it, was that during the Havoc stage, it eating all your FP. It’s hard to find the right base with a T7, with either the desired affix or a T1 that can be sealed, and with high FP, and with good alternative affixes… after all this to have it be easily bricked… it begins to be about winning the lotto, not about making a climb. Finding the right item base was a dice roll, its ranges are a dice roll. The affixes on it a dice roll. The ranges of those affixes a dice roll. The FP a dice roll, the outcome of sealing a dice roll if above T1, the outcome of havoc a dice roll, the amount of FP it eats a dice roll, the result of chaosing bad affixes a dice roll, the ranges on those affixes a dice roll, the amount of FP lost when upgrading affixes a dice roll. I don’t mind the game having dice rolls, I know that is the essence of it… but to get good dice rolls 10 times in a row can get disheartening, infuriating even.
It’s like this, You roll dice. Snake eyes… lucky. You roll again… hey, snake eyes!. Sweet, you roll again… Snake eyes! Hey that’s 3 in a row. Lucky. You roll again, snake eyes! You roll again, snake eyes! You just got 5 snake eyes in a row, what are the chances? You roll again, a 1 and a 2… close. Well, time to start rolling all over again. How long until you roll 5 snake eyes in a row again in order to get another chance at rolling a 6’th snake eye? You know it’s going to be awhile… do you try again, or call it quits? Well, once you realize the chance needed for it to happen again, almost everyone will eventually call it quits, because the chances are just too low for the time commitment required for just one more chance. The problem is that getting a “good enough” base to slam into that 2-3 LP Unique takes too many dice rolls with too wide a range of results for it to be worth crafting again. Getting this base isn’t even the item you want yet, it’s just a milestone you get to, like rolling 6 snake eyes in a row, yet you still require multiple snake eyes left before it becomes a usable item.
Now for the Unique. First you need the item to drop. No LP, darn. In season 1 when most people tried, it was useless cause there were no nemesis nor weaver trees. But they added those things over the seasons and now its a better game as a result… because a 0LP item is not useless, it can just be re-rolled. Once bricked cause it upgraded into a legendary, that legendary can be used to reroll the ranges of other uniques, so it’s kind of like no unique is useless at any stage, which is awesome… but introduced after everyone already tried the game and decided too many snake eyes in a row were needed to make an upgrade item and similar. Most uniques are worthless. Thank goodness for loot filters that simply add the ability to remove even seeing when useless ones drop. Now… the chances for LP on the uniques… that’s an entirely different story… it’s a story of a dice roll. Consider the Reen. The range of rolls is enormous. To go from No LP to 1 LP, is only a 1 in 5 chance. Doable. To upgrade it to 2LP, is a 1 in 74 chance. Ouch, but doable. to upgrade it to 3 LP 1 in 3700. Ouch. Not doable. 4LP, 1 in 7 million. Ouch. Not doable. How about its partner, the traitor’s tongue? Chance for 1 LP 1 in 3. Easy. 2LP 1 in 11. Easy. 3LP 1 in 99. Doable. 4LP 1 in 5300 ouch. Not doable. Why is the 3LP dagger 1 in 100 while the 3LP sword 1 in 5700. Someone who has a build with the dagger… do you think they’ll farm a 1LP dagger if chance is 1 in 3? of course. 2LP if chance is 1 in 11? Of course. 3 LP if chance is 1 in 99? Of course. And when it does drop, you still have to ranges to consider. How about the Reen? They will stop once they have a 2LP version, cause grinding out 5700 swords for a 3LP is too low of a chance, and then after it has 3 LP, you have to consider its ranges, which are huge. Why such huge ranges? Why such rarity? No one will grind out 4LP items when its 1 in 7,000,000 chance. 99.99% will stop at 2LP. Yet the players with the dagger will continue to until they get their 3LP. The ranges on uniques is a problem, for you have dice roll of item dropping (which is good), then dice roll of ranges (which is terrible on lets say, omnis, one some being useless and some being amazing), and then you have dice roll on LP amount, which is good conditionally… Why one in 5700 chance when a season is only 6 or so months? Why one in 7,000,000 even if not playing seasons characters? The ranges and the rarity are just terrible. The range problem with “fixed” with corrupted items, since there is a reasonable chance at perfect item, but with equal chance to brick item? Finally got that 3LP reen after 5700 tries (on average, may take double that, or half that) only to have it bricked? Time to start finding another 3LP reen so you can try again, or time to call it and play a different game? At that rarity, time to play a different game. And finding a unique with good ranges (or not thanks to corruption mechanic) with enough LP for the item to be a “potential” upgrade is only a milestone, the item still isn’t an upgrade until it is slammed. Finding a 2-3 LP version of the unique you want with good ranges can be a long game of rolling dice over and over again until you hit multiple snake eyes in a row. And when you do, you still are not done rolling. For now comes the slam.
Season 1, there was no selecting which affect you got. It was 75% chance of not getting the T7 affix. They fixed in a later season, but after most who were willing to give the game a try found it infuriating. To have finally got that base they wanted, and finally found the unique with LP, to then have a 75% chance to fail? What a joke. And it was, and I believe this to contribute to the reason people stopped playing. But now you get to select 1 affix. Why 1? Once you have the 1 LP item, it’s harder to find a base that is an upgrade, and much harder (depending on the unique) get a 2LP version of the unique, and after both of these feats are accomplished, you still have 66% chance to fail to get the next affix you want transferred. Even if you have a 3LP item, you probably already have the 2LP version cause of rarity, so to then get the next affix you want is still 50% chance of failing to get what you want. Once you finally get that awesome base, the 1 in 5700 chance LP3 reen, then you still have a 50% chance to fail to get the next affix you desire? Only with a LP1 and LP4 uniques do you not have a chance to fail to get the affix you want. Yet end game resides in LP2 and LP3 because LP1 is common enough and LP 4 is unattainable to almost everyone (varying on the unique). Further, with corruption added, this isn’t the end.
Now you have a chance of ruining, bricking, or improving the legendary item. Why have chance to ruin it? So you finally get your 3LP reen unqiue, your T7 and two T5 affix base, you smash it and get lucky enough to get the 3 affixes you want, then finally, you do one last dice roll and it bricks it. Is it now time to start looking for another base (snake eyes multiple times in a row), another 3 LP (Winning lotto), just to see if you can get one last D20 dice roll right to land in your favor, or are you going to call it and play another game, considering your character’s gear and power to be as good as its going to be considering the amount of dice rolls required to try to upgrade it.
This isn’t a game of climbing a mountain to get to the top of the hill, but a game of dice rolling and lotto playing, and it’s only fun when you have a “chance” of winning an upgrade. At a certain point, it’s not worth it to keep playing, and that was the 1 LP mark in season one, 2LP mark since then because of of T7 1 LP guarantee to work, combined with greater ability to get 2LP on items due to rerolling non-LP items with nemesis and weaver trees. Most playing aren’t streamers who get to play all day, and streams stop once most playing stop playing. So this is my suggestion:
- Not sure how it currently is, but all bases that a class can use should have equal chance at dropping, and the bases that the class cannot use still drop but a decreased rates. I need that helm that gives armor as a base. Lets say there are 10 normal helms all classes can use, 9 helms only that specific class can play, and that is how all classes are. Well, then there is a 1/20 chance for the helm that drops to be of the type that I need, for 10 may be the normal helms, 9 of them could be the ones for my class, and 1/20 chance for a non-class helm to drop, for use on alts or selling. Maybe that is how it is now, but I doubt it. Basically, increase chance for the helm I need to drop (1 in 20 chance instead of 1 in 100 chance) so that I am willing to spend time hunting for helms, for the chance for me to get one is reasonably encouraging.
2)Decrease the roll ranges. For the implicits, either no roll range, or lets say 450-500 armor roll range, instead of 250-500 armor. It’s like this, if each item has 7 dice rolls, then either decrease the number of dice rolls needed, or make the dice rolls not as important. For the Omnis for example, rather than rolling 1-45 on each type of resist, roll 1-45 on all resist, or roll 35-45 on each one separately. That’s so many less dice rolls, or making the dice rolls less important, which either way is good, because the dice rolling lotto aspect of the game is only fun when you have a reasonable chance to win.
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Fixed forging potential, and decreased FP roll ranges, increased FP in general. For example 50FP minimum. Each thing you do cost 5FP, with 10% chance to use none, doubled with glyph of hope. Have the “dice roll” be “extra FP above 50, up to 70” and “10% chance to not use FP.” The dice rolls are less important, and you have narrow range of variability, with reasonable chance of getting outcome desired, consistently. When you have rune of havoc, make T7 Affix guaranteed to move to a spot it hasn’t been before. So at max, you have to use 3 runes of havoc to get the T7 where you want it, and a max of 15 FP, so you still have 35 for sealing. Have chance of sealing be more reasonable. 100% for T1 afffix, 90% for T2, 50% for T3, 30% for T4, 15% for T5. So from 50FP, 5 is used for sealing T1, 5 is used for adding T1 you want. 15 is used for Havoc. you can now upgrade remaining affixes with last 25 FP, with reasonable chance to get one free upgrade, so you can roll on ranges twice, and make some of those remaining T1 and T3 affixes T5s.
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Uniques’s LP should be standard and achievable goals. 0LP chance: 75%. 1LP chance: 20%. 2LP chance 5%. 3 LP chance: 1%. 4LP Chance: 0.2%. All of them, all the same, for LP chance. Not drop chance, but LP chance. Then, adjust their drop rates based on how powerful the item is, and locked behind difficulty of content. For example, 1LP items locked behind 100 corruption content minimum. 2LP items locked behind 300 corruption content minimum. 3LP items locked behind 600 corruption content minimum. 4LP items locked behind 1000 corruption content minimum. Now you are more climbing a mountain, with each difficulty increase leading to greater potential rewards, and one is rewarded not more for going fast, but for doing harder content.
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You pick what affixes to Slam, you get to pick one affix for a 1LP item, 2 for 2, 3 for 3, and 4 for 4. There is no “chance to fail.” You grinded out that base. You grinded out the legendary. Now time to combine them into more power. No fail chance. Only a reward for your perseverance and efforts. I can’t stress this change enough.
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The Forge: Rather than being locked inside a dungeon, you find a blueprint inside the dungeon and make your own forge, which is its own fixed location, of which you get to see others too. At this forge, you can slam your bases into LP uniques to make legendaries. You can also collect blueprint pieces from woven echoes, say you need 20 pieces total, and when you do a crafting woven echo you get a piece of the blueprint plus the regular crafting ability in that echo… but after 20 of them you have enough blueprint pieces to just add the ability to your forge, so you no longer have to do the echo to do your crafting. It’s like you’ve done it 20 times, and now, as a reward, you no longer have to go through the process of buying the echo, doing echos till a cemetery pops up, doing the cemetery, placing the woven echo, doing the echo, just to do some simple crafting. Instead, aftering doing it 20 times, you now just smash set items into affixes at your forge (instead of at the weaver echo). You can reroll ranges with same uniques or legendaries (instead of at the weaver echo). You can simply add to the power of your forge by collecting blueprints, and you collect them by doing them normally first a number of times. No chance to fail at Slams, just rewards for the long grinding. Simply put, less dice rolls that lead to bricks, the dice rolls are obtaining the items in the first place, and the rewards for doing higher corruption is higher quality gear; not bragging rights.
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Corrupting items can no longer brick your items. Corrupting items can no longer remove affixes. Corrupting an item instead adds something to it, or fails to add something to it. A “failed” corruption simply makes it corrupted, with no further changes. A “successful” corruption adds something to it. In other words, you would corrupt all items once done, to have a chance of making it perfect rolls or add to skills or add random stat sticks, or upgrade a tier. Rather than destroying the item, you just have a chance to make it even better. It’s a beneficial dice roll, rather than a Russian roulette game.
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For those that sell and buy things from the black market, for the love of all that is good in the world, allow us to specify minimum roll ranges for uniques. Say I got a helm upgrade, but lost 30 poison resist, lost 30 necrotic resist, and need to upgrade my amulet. I want to be able to search for omnis with at least 30 poison resist and 30 necrotic resist, and 1 LP. As of now, I have to look through every single omnis posted manually trying to find one with that criteria, with no way to easily compare one that meets that criteria with another, since they are often on different pages entirely. Right now its, I found one on page 3, one on page 6, one on page 17. Now let me compare the rest of the stats… oh wait, they are on different pages. We can specify base affix ranges but not unique affix ranges? Trying to buy and sell stuff on market is difficult simply because we can’t even specify what we are looking for, nor can we easily see how much an item we have is worth, because we’d have to manually search through all items currently posted to find ones with similar roll ranges as ours, rather than just seeing how our rolled and searching for items with similar rolls as part of the search criteria. If it easy to buy and sell crafting bases and uniques, easy to craft, the grind becomes about making money, or about getting to higher tiers of corruption in order to get higher LP items… not endlessly looking through all item postings because there is no way to actually search for what you want.
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Base items increase in quality with corruption. 10% chance for T6 below 100 corruption. 1% chance for T7, 20% chance for T6 at 100 corruption. 5% chance of T7, 1% chance for T7 and T6 (on same item) at 300 Corruption. 5% chance for T7 and T6 (on same item), 1% chance to double T7 at 500 corruption. 5% chance for double T7 and 1% chance for Triple T7 at 1000 corruption. 5% chance for Triple T7 and 1% chance for full T7 at 5000 corruption. 5% chance for full T7 at 10000 corruption. Or similar.
Seriously, I wish the game was about leveling up, getting better gear, going after the next harder boss, going into harder and harder zones with better and better gear available in those zones, all the while having reasonable and achievable goals for the next upgrade, always locked behind harder content. It should not be about rolling dice over and over hoping to “get lucky”. It should be a mountain one has to climb, and has only a few months to do it. After doing it on one class, then they want to do it on another, and on another, then when they’ve done it all, it’s time to start all over gain with new content and challenges, because the next season is out. Right now it’s "get 1 LP, half way though getting 2LP on everything you realize the dice rolls are actually weighed against you, and you start to realize you better stop while you’re ahead, cause you aren’t going to get much further without an enormous amount of time, for at every stage what you’ve worked to get can be thrown away at every single turn. You literally have to roll the dice to keep the item, and if you keep it, then you have to grind for a long time, then you roll the dice to see if you keep it still, then you grind for a long time, then you roll the dice to see if you still get to keep it. And it’s like… why are we always rolling to see if we keep the item we’ve worked hard to get, or if it is randomly bricked because of a bad dice roll? Why does crafting have to have such huge dice rolls the entire way through the process, when it’s hard enough to find the ingredients in the first place? It’s no wonder people don’t want to keep playing. 1 in 7,000,000 to get the LP4 version, with chance to brick it when you corrupt it? Chance for bad roll ranges once it drops. Or the LP2 & 3 versions, with chance to not get the affix you want after grinding out the perfect base.