Crafting experience suggestion

Over the last year or so and probably well before that I have made and seen a lot of suggestions about crafting and FP. Seriously, a lot.

Why should crafting be such a wildly difference experience everytime? It shouldn’t be.

With items dropping with such a wide range of forging potential the ability to craft should be more stable. I’ve said before FP should be higher, cost on runes have a smaller roll range etc no matter what I’ve said or someone else has said there are always a couple of forum lurkers who reply on every single thread giving their 2 cents. It’s crazy to think some people like rolling a 20+ havoc rune or a 19+ to add T1 affix. That’s their prerogative, I guess.

I am once again here suggesting a change. A set price on each crafting rune/action. You should be able to work out how many moves you have on an item based on its FP. You should get a 35FP item and roll twice, boom it’s gone but then again you roll on a 35FP later and get 9 moves. That’s insane.

Story time. You’ve been running 100s of Nemesis for some good armor. You finally get that juicy 65FP from Nemesis and its got an open slot, your eyes water up and you start crying a bit from happiness, you slot it. You add a T1 affix and BOOM 20FP - you’re down to 45, that’s ok its 766 (two of those which you desperately need and 1 good old random crap you wouldn’t want) all you have to do is havoc over to the T1 with the 7 and you’ll have your +4 that you HAVE to have… click BOOM 22FP and it hasn’t moved you now have 23FP… you click again BOOM 20, you’re down to 3FP and it’s the 6 and your second most valuable affix is now a tier 1. You start shaking, nervous and sad at the same time, you click once more and what do you know? Havoc once again has remained stationary and you’re out of FP. 65 gone, Item +3 on skills, T2 on mana, 7 on cold resistance and 6 minion dodge. 65FP you just needed T7 +skill and T6 mana and you’re left with a piece of crap worse than you’re wearing.

Honestly the system in place for crafting the way it works is fantastic, best around but the lack of controlled outcome, well it’s completely random. Everytime. Everyone repeats this “But it’s an ARPG, RNG” yeah - we already have the RNG aspect - we have to find the item. That is RNG. We then have to hope the FP is good, that’s RNG. We then have to craft it into what we need, guess what? THATS RNG. Hey we finally get what we need 2 things for an LP2 item (that we got via RNG) then we take it to Julras lounge. We put it in her tv cabinet and click “on” and guess what? RNG if we get it, hits the wrong secnd affix.

It’s rng, rng, rng, rng, rng, more rng, and final step is rng.

I’m not saying remove it all. Just add a flipping aspect of control to make crafting a more controlled outcome. Especially with imprints being removed because we have less items. A good item does no longer allow us to get several copies. We have 1 shot at it followed by a bad outcome then several more days. A lot of players don’t have the time for this like some of us no lifers so please allow crafting to be better.

Please do something. There have been so many suggestions.

3 Likes

I find it quite funny that one of the reasons people gave for nerfing imprints (shhhhh quitely that phrase is a swear word to some :rofl:) is that it meant people just ran troves over and over. Well news flash, there is always the META (people seem to have forgotten what that acronym stands for) and now its towers for exalts.

100% agree. Please EHG have a look at the entire “endgame crafting” system and give us something tangible to chase in endgame.

2 Likes

Any loot driven game needs variance and unpredictability to make things feels exciting, when they succeed. Otherwise the experience will get very static and stale.

LE definitely has a lot more variance compared to similar other games, but at the same time LE also has the biggest determinism about what you do and how the end result will look like (if you exclude the absolute very top end PoE 1 and PoE 2 crafting, that is not really achieveable by most players anyway).

That is exactly what the devs wanted to achieve. You can argue they gone too far, which they might or might not change in the future, but the variance is absolutely on purpose.

Having those ups and downs, with some crafts being much better than you anticipated and some failing earlier than anticipated you are always a bit on the edge when actually crafting and when you finally succeed it is a much better feeling.
When crafting (or looting) is too predictable it becomes very boring and unexciting.

2 Likes

As usual I find myself disagreeing with you - I think landing the slam of an LP2 item to be exciting because it happens to rarely or finding an LP3 version of it. Corrupting an item now is exciting. Especially with very hard to get items. Crafting, nope. Isn’t and shouldn’t be.

Example : I have had 2 successful 2LP World Splitter slams this season from 17 or so axes. LP2 is quite hard to get I have farmed a LOT of Blacksun. I did 140 troves clump yesterday with my friend Invandrarna we both had 5 tabs of axes. This doubles the chance cos we can gift. If you’re attempting to slam an item and having 10-15% success rate and you finally hit one, thats excitement.

Crafting isn’t exciting. Finding an item to craft if exciting. Crafting it should have more balance/control. It shouldn’t be the way it is anymore. Just flat out disagree.

You know what I’ve seen over the time I’ve been on forums with you? You quite often write “that is what the devs want to achieve” as if you know what they want. You said this about the imprints and then Mike came out (after I said it NUMEROUS times) and said on his dev stream that they over nerfed it and went too far. This was soooooo validating as I had said it here and discord and reddit that they obviously did not test their change and just rolled it out. Hearing him admit it was great. So as much as I appreciate your point of view and am not dismissing it at all I do not believe you speak on behalf of the entire developement team in this instance. I also believe that the current state of crafting does not match the current state of item appropriation.

I look at my characters on LE tools - if I look at the 2 most played out of the big list and I have deleted some my Warpath and Primalist combined I have played 338 hours this season out of the possible 1080 total this is just on 2 chars if you add up the other 9 and deleted there is probably going to be another 40 hours or so maybe more. Yeah, I had to sleep. I play a lot. I’ve run through 1000s of corruption runes this season. 1000s of nemesis, 100s of troves and vaults of the barnacle king. I have done rune22 prophecies dozens of times and killed Uber well over 200 times where you get multiple havocs. I have crafted, well attempted to more than most people and have bricked more. Tried to slam more and failed more. It’s a volume thing. As someone who plays this much I will say this over and over - the crafting systems forging potential needs looking at.

https://www.lastepochtools.com/profile/donzpie/character/

Please by all means though tell me if you think that I have not given the system a fair go. I said this last season too about FP and that was when we COULD get imprint spares. I have read a lot of posts about similar feelings too.

Anyway I’m don’t think a discussion with 2 opposing points on the forums will achieve anything. You think the system is great. You think imprints currently are great. I think both systems are not. I agree to disagree with you. Thank you for taking the time to post I do appreciate the traffic and hopefully the team at EHG will consider looking at the current system.

2 Likes

I never said that I speak on behlf of the dev team. And the devs obviously can still have a change of heart on matters, which EHG often did, even on things they had a pretty firm stance on in the past.

Nontheless when I say “the devs wanted this” or “this was on purpose”, I don’t say things like these because I think that (unless I elaborate that its a guess), but I do it because they said it somewhere, for example a dev blog or similar. (In this case it was from a dev blog they did when they changed the crafting system from Fracturing%chance to Forging Potential.

Well putting two oppositional stances on a forum thread does help to create a discourse for other people to chime in.

Also I do not think the system is great. I have quite a few things I don’t like about the system which I said on several occasions, but the thing I like about the system is the thing you gave feedback about: The variance and unpredictability. I love these things in these type of games.

For example, the thing I absolutely hate about the system right now, is that Glyph of Chaos and Glyph of Despair can crit to increase affix tiers. Specifically these two Glyphs should only not cost FP when criting, because increasing the affix tier of the crafted or the other affixes can be a detriment which makes it feel like you got cheated by the system, by having a supposedly “good” outcome ruin your craft.

2 Likes

Sealing crit is one of the worst things EVER especially on a T2 - I am sure I’ve seen a crit upgrade the level of another affix at the same time alaos.

Don’t forget the update you mentioned was from 5 years ago. I definitely didn’t play then but the game has changed a lot obviously. I don’t like unpredictability like thinking you have a chance to make something followed by a max or high roll that bricks your whole craft on an item that might have taken a week to find.

I mean check this out: https://imgur.com/a/F1irwEW (not sure why it won’t insert the image, let me know if there’s a way around that) but I mean 19FP on this T1 seal… that’s bonkers.

When you’re dealing with havocs which we all have to and you see this page: Rune of Havoc Calculator | Last Epoch Info it’s really just a reminder of how the amount of FP on items and the random rolls we suffer don’t line up (imo)

I am glad we agree on the crit thing though!

Yup, but a crit “only” does reduce FP cost to 0 and then potentially upgrades the affix tier of ONE random affix, either the one your are crafting or one of the other ones. (it never upgrades two affixes at once)

I am fully aware, but for this point it doesn’t matter. Yes the game evoles and changes, but crafting fundamentally didn’t change that much. The only thing they added are new ways of acuiqiring items (like Nemesis, Item Factions etc.) But fundamentally how your craft items didn’t change at all. That is why their initial thoguht process is still relevant.

For images to appear directly in the forum post you need to use the BBcode formatting

To your point: Unfortunately using one specific example doesn’t really do anything here. Things like this are always about the average, as much as you are unlucky one time, you could be lucky the next time. Again it comes down to the variance and unpredictability.

I do think some runes and glyphs could use a decrease in top end FP consumption but overall FP having a huge range is very good.
We as humans tend to remember the bad things more than the good ones. But If I try to recollect some of my memories regardign craftign I can remember so many cases where I actually got surprised how far I could bring an item. And all of a sudden an item that I thought will become a intermediate upgrade turned out to become an item I used for several dozen hours because the craft turned out way better than expected.

Well it isn’t working because I always feel relieved when it succeeds and p@#$%^& off when it doesn’t, thats not good game play..
The excitement comes from the initial drop and that does have RNG, crafting should be a little more controlled the OP is correct, if you know you have X and its going to cost X then you can plan better, there is still plenty of RNG if you want to say remove an affix or corrupt the item.

2 Likes

Crafting shouldn’t be this random. I like LE’s crafting for its capabilities, but hate for randomness. I slam, i upgrade affixes, etc. Because i have to, not because i’m “excited” about it. There is false premise in that dev quote. That these randomness and unpredictibility gives excitement. And it would if crafting WAS the game. But the game is slaying stuff and making builds. Crafting is just a means to an end. Imagine choosing your passive node, but instead of INT+res game rolls for you what you get. Did you get INT or did you get res on your node? How fun would that be?
Another thing is theme. Crafting is manufacturing. It’s meant to be predictable.
Imagine a car factory where you drop in ingredients but it’s random whether you get SUV or pickup truck. How exciting would be to finally get your desired pony car? Not very, but extremely frustrated during this process. And frustration beats excitement all the time. Would anyone fix anything around the house if same fix gave random, possibly catastrophic outcomes?

2 Likes

There are advantages and disadvantages in both systems. If you make it so that it’s fully predictable, then less items are eligible to even start crafting. The current system can make a borderline useless item into a success.

If you always know that your item will have 6-7 crafts and no more, then a drop with 7111 is useless, for example. Whereas with the current system it can still be good. You start crafting and get a few hope triggers and a crit or two and your item is now possibly a finished craft.

It’s all about how you prefer your crafting, really. Predictable crafting means that all items will have 6-7 crafts in them. No more and no less. The current system means that your item can have only 2-3 crafts but it also means that your item could have 15+ crafts.

1 Like

Sorry, but that’s bad example. 7111 is cool for LP1 slam, far from useless. Even few runs of rune of refinement for better roll on t7 in it. Furthermore, you will take your chances with that 7111, because your 766x got bricked. If your 766x wasn’t bricked you wouldn’t have to look at 7111. Last argument, 2-3 crafts vs 15+ crafts: those 15+ can still be useless, like havoc going wrong way or rerolling affixes/implicits getting low till FP all goes away.
I think i get what you want to say, just this example doesn’t help your case very well :wink:
There are too many layers of RNG where it can go wrong. Like RNG for drop, so random base, random affixes, random rolls on affixes. Then you craft and it’s RNG everytime you hit the button. Then at the end you hope to still have at least 1FP left for rune of creation, so you have extra shot at rune of corruption, because it can totally brick or destroy your item.
Just too many steps of RNG for it to be good gambling excitement. It’s not one-handed bandit slot machine, it’s not even texas hold’em, it’s way longer and drawn-out and you win and can be excited only at the end. Progress-driven excitement during the process is killed by ever-present risk of ruining it all any second and many previous bricks you experienced in the past (and negative experience is stronger for our brains than positive).

2 Likes

I agree with the above. @DJSamhein the current state is that item drops are random, the FP on them is random, the affix combo and amount is random as are the tier levels on it. If it was predictable yes, you would have a better clue as to what items to craft on. Right now you get anything and you try and you waste valuable resources like havocs because of one bunk roll.

Crits are terrible on chaos and seals and I don’t really care for a tier 1 to 2 or 3 crit ever. Most times in the state of the game your goal is a 76 item as 77s are rare and hardly world drop and when they do as mentioned FP is low and they brick more often than not. Then you have the randomness of trying to slam an LP2.

You won’t always get 6-7 crafts as you mentioned, FP is still random. 32 vs 65 you will not get the same amount. With costs and depending what you need to do, you will not get the same amount. Havocs are still random, even with a set cost you might havoc one item 7 times and another item once. You will never have the same 6-7 crafts every time. Sometimes you need to seal and different tiers cost different amounts and sometimes don’t hit. Adding an affix, chaos, removing. It’s still very much luck based. 6-7 every time is just straight up 100% wrong.

On this forum yeah, there are always a few people who will disagree with my ideas or posts but over all, take a poll at the crafting system and FP and it will be in massive favour of people wanting more predictablity or a lot more FP.

For those of us who play a lot and craft a lot its a huge pain point.

1 Like

I’m not arguing that there isn’t too much RNG on top of RNG. I was just pointing out the cons and pros of one system vs the other.
-Fixed values = fixed number of crafts, meaning any gear that can’t be finished in that number of crafts is useless.
-Current system means that some achievable items will brick but also that some less than desirable items can succeed.

In one you craft only on a few pieces and you’re mostly guaranteed to succeed, on the other you craft on a lot of them and succeed in a few, including some outliers that you weren’t expecting to succeeed with.

It’s really just preference. Some players will like one more than the other. Which is why some prefer PoE, some prefer LE, some even prefer GD which has no variance or randomness at all.

You still need a double exalted in order to MAYBE achieve, I have had items drop with 76 suffixs that I added an affix and then just needed them to be 76 on affix with 40+ FP left but havoc has other ideas and ends up with 1 affix/suffix or both back where they started. Having a set cost might mean you get 2 more shots with a havoc or 3 or 4, it doesnt mean it’s going to land where you want. Even with 3 exalted affixs you still end up on the wrong ones sometimes, if you get all 3 then you are like yay! But then you miss one of those on your LP3 slam.

1 Like

Lets not also forget triple exalted or double exalteds with 7655 or 7664 or 7644 you can’t seal, you have to hit a removal and pray OR a redemption which is super random and usually rolls the wrong thing for you - these will all cost, if you hit the redempt or the removal then you have to add then you have to havoc and again havoc has a mind of its own.

6 to 7? You are well off. With a set cost you can look and go “hmm I might have 5 moves here before I have to havoc this” or “I have 7 havoc chances to land this and then upgrade this to a t5” (because a 7111 usually gets changed to a 7511 or 7551 if you can cos thats actually a great slam this season with corruption FYI.

So yeah.

1 Like

The problem with this big variance in my opinion is mainly due to the actual season system, where there is no difference between eternal and season realm. In this way you need to balance also a mode that can be played for thousand of hours in the course of the years, where people have basically already everything, and so you need to make things more difficult.
But this behevior is exactly what is leading the game to it’s end, this is not a mmo, this is a game that should be restarted every 3/4 months, and you should be able to accomplish a good part of it in relatively short time, giving a reason to people to come back and restart all from the start.
Instead you keep the players on the eternal realm, and they will expirience all the new staff in a couple of day, and leave the game even faster.
They should leave partially behind the eternal, and make a lot of things more quick and responsive without the insane amount of variance present now.

1 Like

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:

  1. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

2 Likes

Which we already have. Managing RNG is a primary aspect for a developer.
If RNG is too low it feels stale.
If RNG is too high it feels unrewarding.

In the case of LE EHG failed to provide us with creating multiple avenues (counteracting the single-place META gameplay) which makes the gameplay feel stale.
This has led to ignoring the rampang RNG factor which causes already intensive time investment for acquisition of items (they are extremely rare drops after all at end-game) to then be turned into a workable end-result.
This is the opposite, it’s too high RNG there and hence feels unrewarding. It leads to a culmination of both ‘bad end’ extremes.

I’ve stated it before and I’ll state it again. With the high variance of drops existing we need a ‘endless crafting’ option to allow us to not having to ever throw away the drops we get. This then is to be counteracted by according scarcity of crafting materials to fine-tune the acquisition rate.
The FP system itself is the problem, it works great with a single metric (the base item only) but breaks apart the moment we introduce further avenues as that multiplies with the initial situation, since RNG is a multiplicative system. So if base items are properly handled the second we introduce a high variance for a drop-only mechanics - exalteds - then the FP cannot uphold their function alone. Either base items get too easily crafted… or exalted items become too hard to finish. Which is exactly the issue we currently have and gets more and more pronounced the further into the itemization you go.

They don’t.
There’s a good dozen of mechanics to compare with out there, from highly successful ARPGs of the same genre (like PoE or TLI) to less successful or ‘one off’ ones (Like Chronicon).
EHG is strictly adhering to their limited mechanic which has proven ever since 0.9 it is not functional in the current state anymore and needs foundational adjustments of some sort rather then additions.

Not a single action accordingly was done, instead they tacked on more and more functionality in hopes to solve all fringe cases, this is backwards design. If your system basically has only a narrow amount of cases where it functions as intended and a large portion becomes a multitude of fringe-cases then it needs a baseline change, not additions on top. It is easier to balance, it reduces the fringe cases the most and it allows to then fix the leftover cases individually without exploding in complexity to a nonsensical degree.

Heavy in a nutshell, yep.
Much like me writing too long posts.

Like many things in LE:

  • The base idea is great.
  • The execution is atrocious.

That’s it summarized.

That’s the whole problem.
EHG implemented new fundamental changes to the drop-system itself, in a massive way.
We got not only exalted items and kept the old crafting system without any fitting adjustment… we also got a gambling mechanic by creating legendaries which isn’t properly designed. (The more LP the more risky is a proper system, but 4 LP is the least risky, and then they went ahead and screwed it over even further with making 1 LP guaranteed on top, which feels better at your individual try but results in even worse balance ultimately for progression as a whole.)

This is not a ‘black&white’ situation, don’t treat it this way.
There is no ‘either this or that mechanics’.
It’s tuning the respective parts accordingly to create a balanced whole. It doesn’t matter which mechanics are used for that.

To counteract randomness you need predictability. So since randomness is too high EHG needs to introduce a hefty amount of predictability.
You personally can or can not like it, there is no other solution to it besides ‘dumbing down’ the system substantially and hence making it stale by default.

While making your 7334 drop also potentially a fail on the other hand.
All the variance does is raising up the potential for the lower end while at the same time dropping to success-rate for the higher end to bring it closer to a general middle.

This is fine in smaller scales and absolutely atrocious - as we can see - in large-scale mechanics.
So still… there needs to be a foundational function either introduced which universally applies or the system itself needs to be reworked to another type which fits the needs of the item acquisition situation better.

Also in your example there’s so many ‘fringe cases’ included already because of the wonky state of crafting that as @apohawk well pointed out causes it to become a mess to even decide ‘is this fine now or not?’.
Since it uplifts those lower fringe cases to not simply overshoot progression speed it comes at the cost of the itemization later on.

This doesn’t fully uphold.

Look at the competition how it’s handled there.

Basically what needs to exist is that the baseline acquisition of gear up to a specific point can be ‘thoughtless’. You easily achieve it, it just takes slowly more and more effort.
Top-end gear creation on the other hand need to be realiable and quantifyable. ‘I’ll need around xyz resources and zyx time to achieve it’.

This is not a thing in LE as your end-result has a massive variance. Your end-game item hence is not a ‘project’, it is a ‘slot machine’.
Slots are not fun long-term, overcoming actual obstacles is. The player agency in ensuring their results will happen is simply not existent.

In PoE for example you find the one very good expensive base and then you plan accordingly to achieve your end-result. You know how often you need to roughly click for every step, you know the respective chances for each single bit of progression. So you have a goal present to actively work towards.
This has nothing to do with having a ‘good RNG drop hitting big afterwards’. It’s planning and execution at that stage.
How do you plan to drop a 77 item with the right affixes and base? You don’t, you hope for it. And if the craft on it fails you gotta hope for the same one again. Could happen in 5 minutes… could happen in 1000 hours. There is no guarantee for the player, hence no agency.
If you know ‘I need 450 havocs to achieve my goal’ on the other hand then you’ll have something to grind for, even if it takes ages, because you know ‘after getting my 450 havocs I’ll with nigh guarantee have my item!’.

Speak for yourself there, that’s completely ignoring a large portion of the playerbase, double digit percentiles. Higher in LE then in PoE actually by a LOT. In PoE we see over 10% Standard players already, and they’re treated like absolute shit. So a game which doesn’t make the same major mistakes in that regard will obviously see a higher percentile… if EHG actually releases someday the data for it we can even argument properly with facts rather then having to blindly flail about with potentials in arguments which one doesn’t believe in unless seeing it black&white written in front of em.

1 Like

I actually quit this season early I played the previous ones from start to finish well .3 had to take a break cos of work but the others all the way. This season it was due to the removal of imprints - not due to any sort of extreme power they bring but just the amount of items to craft (roll the dice on) - with them introducing cool set crafting meant that certain chest pieces to craft on you would need it to fall with an open slot on the prefix in order to add the very rare one you need, seal it as t1 for the bonus and then add another and hopefully end up with the combo you need for it.

The issue? Well with no imprints it meant the only viable option for a multi exalt was Nemesis. The problem with that is I would say 9/10 double or triple exalts from Nemesis fall with a sealed affix meaning it was impossible even with an open slot to get the prefix combo you need on the armor. I ran over 1000 nems easily. I brought and laid 150-200 at a time and did with friends as well as alone. The timerot build I was doing I probably had about 4 shots at the chest I wanted out of those runs. On top of the fact you needed to add/seal/add/roll you already know what comes next - FP issues. My point was covered in other threads about how such a good crafting system potentially at least becomes a huge cluster F of pure luck.

1: luck to get the item in Nem to start with showing with an open slot

2: Upgrading it and that slot not being filled

3: Nem not adding a seal - yeah right.

4: All of that somehow works out and you get the item - SWEET move to step 5

5: Add a tier 1 prefix and hope it doesnt max roll FP

6: Seal the tier 1 and hope it doesnt roll a high FP value AGAIN

7: Add the prefix you need - again more FP luck

Right now you have it - tier 6/7 or 7/7 if you’re super lucky all you have to do is somehow havoc to the 2 slots you want - PURE LUCK combined with insanely luck based havoc free or havoc 20FP costs that seem to have no nice middle ground its either yay or f you pal. If you got to this stage that is.

Anyways needless to say after 565 uber kills within a few weeks 1000+ nems, hardly any Trove maps run because hey, what imprints? What else is left to do? Omens? Yuck. Prison boss? You mean Shade in a different location (biggest attempt at scamming the player base EVER saying new boss)

No content, no imprints to chase huge big pile of lackluster left overs.

Season 5 needs a huge content update which I seriously doubt it’ll have or it’ll be day one followed by mass exodus yet again and the trends of the previous seasons is that day one has been cut in half number wise each time. They need to learn to promote/hype/ask streamers - get off their flipping asses it’s like they don’t want their jobs or something… I dunno.

Anyways peace :stuck_out_tongue:

2 Likes