I tried my best to search out any active topic on this matter and couldn’t find any so if there is an active topic on this i’m sorry. After playing a while and one of each class I wanted to share some feedback on some of the runes and glyphs and where they currently stand.
Rune of refinement - Usually by the time I have an item with the right tiers and modifiers the risk of using this is too much for a little gain. Perhaps if the only fracture chance was minor, but have it add a lot more instability (so you can’t just spam em like crazy) I would be willing to risk the rolls alot more.
Rune of removal - Too harsh of a rune. Not only does it have a chance to fail (and has frequently on me) it adds instability, and rng of removing the right mod on an item. I know i can combine it with a glyph to minimize the affects of it, but now i’m using 2 items to get 1 result and still rely on rng of removing the right modifier. I wouldn’t mine seeing no fracture chance but still have it add the instability.
Rune of cleansing - what is this for? White crafting? maybe if your level 30-40 and desperate. Even then that low of level base items or implicits don’t matter that much, so again what is this for?
Glyph of stability - One thing that really frustrates me while crafting is using glyph of stability and not gaining a benefit. I feel cheated using this especially on a good crafting item (right affixes, ect) and get multiple 5 instability (meaning it did nothing)during a craft. a simple fix 1-4 instability range on a 5 craft. or even a 2-4 makes higher end gear a little easier, but not a lot and I don’t think thats a bad thing.
You can’t really separate fracture chance from instability since the one is calculated based off the other (& how many affixes the item has & what tiers).
Rune of cleansing discussion:
IMO they have some benefit early on but not later on.
Glyphs of stability, yeah, IMO they should reduce the instability gain by 1-4, so you’ll always get some benefit.
I actually did read that portion from that post, but as it was locked and it had several other issues brought up I decided to start a newer more focused thread. Yes fracture chance is based off of instability, but it also shouldn’t be hard to have a simple statement in there for certain runes to modify that behavior if they wanted to go that route. I’m not saying its the way to go, but it wouldn’t be a complex issue to get around to say only have a rune have a minor fracture chance, or no fracture chance, but still increase the instability of an item. Also, doesn’t the glyph of guardian already modify fracture chance?
I will also bring up the video broadman21 made on crafting, and he has used rune of refinement much the way I have and that tends to be earlier on when the instability isn’t too high and your fixing one affix or maybe two. Makes it a little more Niche and more when focusing on one or two stats on an item and not really on a high tier finished item.
Yeah, you could have a rune that reduced the impact of fractures by 2 levels. It does kinda feel like a slippery slope though & that it would make crafting the top gear (4x t5 affixes) “too easy”, especially when we have MP & trading & presumably you’ll be able to get affixes, glyphs & bases to craft on more easily.
I get where you’re coming from, it is frustrating to have a piece of gear fracture, but as I’ve said a number of times, IMO that’s the flip side of being able to choose specific affixes to put on gear. As compared to PoE where it’s a lot more random in terms of what affixes you get but you can keep on crafting as much as you want (unless you’ve corrupted the item, obviously).
Yes can be a slippery slope for sure. MP & trading can take away some strains on specific gearing, but that can be another topic all together. I think even with the slight change to the glyph of stability would not only make the glyph a little more useful, it would also help slightly in crafting some of the lower tier items into the middle/high tier items without making it “too easy”.
Rune of refinement - I usually use these at the end where I already have tons of instability already. I think the rune shouldn’t add any instability at all. EHG can balance this by reducing access to the rune.
Rune of removal - the current implementation is fine for me.
Rune of cleansing - I sometimes use this to craft an item that only needs T10 but needs perfectly rolled implicit. I think they should always remove all instability on an item.
Glyph of stability - completely agree here. Reducing it to 1-4 is quite an elegant solution.
Tho I agree with adjustments to current crafting system can be had I think the risk reward of crafting that final form item is worth the struggle to obtain