All items need an overall increase in forging potential. I don’t know what the maximum is, it needs to be improved across the board.
gear progression in this game thus far has become no more than:
Kill for good standalone loot
Gamble for good standalone loot.
Kill for something forgeable.
but ultimately what actually happens is you find something half decent, a rare with 4 affixes where 2 are good and 2 are garbage, but a) you can’t remove a specific affix, and b) removing an affix takes up forging potential, therefore what once had a chance at being decent, ends up worse than it was before or nowhere neared capped affix tiers.
It’s a pain.
Even if you gamble, or buy a magic item with 1 (useful) affix on it total, that item has maybe 13 potential on it, and even if you’re lucky with Glyphs you might get 1 or 2 T1 affixes added to it. I understand that loot shouldn’t be handed to you, but as a player levelling through the game, I need to feel rewarded, and more importantly, empowered, and as of now, i’m really only dissuaded from even using the forging system other than to upgrade the few affixes that are useful on the even fewer useful items i find.
In my opinion it is a system not fully realized. Glyphs are not the solution, at least not totally. The margin of available forging potential needs to improve.
Blue base FP needs to be what Yellow base FP is now.
Yellow FP needs to be what Purple is now.
Purple FP needs to be what Purple+Yellow would be now. OR
Rune of Removal needs to either a) not cost FP, or b) cost FP but allow you to choose the affix to remove. AND
You need to be able to shatter Uniques (Oranges). Don’t fill our stashes with unused uniques like the days of yore. Be innovative.
I disagree, you need a cost with a limited resource in order to keep people looking for that perfect “chase item,” otherwise everyone will just craft BIS items and many will get bored without that constant goal.
So you want power creep just for the sake of power creep? You can already guarantee one amazing T5+ mod on any 1 LP item granted you know how to properly make the donor item, which is insane depending on the base. Besides pushing area to wave 44 million, what content right now demands this?
This would dramatically decrease the time required to get higher tier gear.
This would probably be fine for people who enjoy playing lots of alts as they are probably switching characters way before they have full exalted gear anyway.
For people who want to play a single character, and push it to limits this would probably significantly shorten the gearing curve and possibly feel boring too soon.
Getting the perfect item should not be piece of cake. This will make the game boring.
Currently you can finish a character in maybe 3 days ending with very good gear.
hey do you mind to tell us in what level ranges you play? This sounds like some mid lvl 40 feedback. In the endgame T12-15 drops with 40+ FP aren’t that rare and while doing story and normal monos you don’t need minmaxed T20 gear at all.
Early on yes it can be frustrating, but getting exalted gear it isn’t as much of an issue. I would agree that they should maybe reduce the range for the forging potential a little (at least for lower end items?). I don’t know how many times leveling up (or alts) where you get a really good rare item and the first roll uses all or almost all of the forging potential. But as I stated, and as others states, once you hit higher levels it isn’t so bad.
Forging potential can remain as is but I hate running 30 echoes, getting one decent drop, trying to forge it and see it use 10, 15 or even more potential being erased despite having the glyph of hope being used.
I’ve gotten to the point when I’m not excited about the loot anymore because:
exalted items don’t drop much
when they do they’re either swords/maces/lances/axes or have all kinds of affixes that I’m not interested in (I swear as a lightning mage 80% of items that drop have cold related affixes on them)
when you try to reforge them the potential disappears quicker than you can say “FFS”
glyph of hope doesn’t trigger most of the time
glyph of chaos always removes the T6/T7 affix first
glyph of despair never triggers for T4/T5 affixes
With all this when something promising finally drops you pick it up pretty much knowing that forging will screw it up. I don’t think I’ve had any upgrades at all in the last 15-20 hours of playing. Might as well not even bother.
I’d love get my ccorruption up to 400-500 but it’s such a boring mindless grind. Getting increases of 17-20 points at a time just makes me wonder if I even want to play lately.
It does, I’ve had runs of 2-3 procs in a row quite a few times.
It doesn’t. It used to but they changed it several years back so it now has an equal chance to remove any affix from the item.
It can’t trigger for a t5 and it proccing on a t4 is supposed to be very rare.
Perception bias is a very real thing. We remember the “bad” outcomes more than the “good” ones because the emotion we experience is stronger (& there’s a strong evolutionary advantage to being able to remember which berry made you sick so you don’t eat it again).
I actually agree with both sides on this one.
– I was pissed yesterday when I had a decent exalt I was trying to craft with 47 potential lose 21 of it on one upgrade…
– I feel like a critical success could also be coded to raise the IMPLICIT stats on an item not just the affixes…
– Gearing up should be hard and somewhat of a grind but I agree when it gets to 15-20 hours for one possible minor tweak I also lose interest
– Exalts drop WAY too much with useless/unwanted affixes. I think the weighting can be adjusted here (the analytics should see what your toons offense/defense style is and drop more towards things that would help, much like how more specific class affixes drop for the class you are playing) OR removal/replacement of an unwanted affix can be improved, because I agree, it FEELS like removal still preferentially kills the T6/T7 affix
– LP items are/should be the chase items, not so much Exalts.
– There is no such this as BiS in this game. You will never roll a MAX implicit+affix+LP no matter how many hours you play.
– Sets either a> need LP or b> need to be STRONGER than uniques when you complete the set AND have multiple optional pieces, for example a 3 piece set should have 5-7 available pieces so that they can be mix/matched better for your class/playstyle.
I thin with launch of 0.9 they went to far with more loot and more importantly loot affixes dropping. Now they appear( at least to me) to have gone back the other way. I trust them to get the balance closer to perfect in time for 1.0. Getting it dialed in before 1.0 would be nice icing on the cake though.
This is very dependant on what levels you are talking about.
Late game items drop with 40+FP allowing you to make BiS items generally really easily once you figure out the nuances of the crafting system (yes, LE crafting is subtly different to others)
What you are suggesting is a slippery slope issue regarding power creep and the scalability of progress in earlier levels.
Crafting in LE is very powerful and allowing higher FP (especially earlier when its not really needed) would likely present a very obvious problem in creating overpowered chars way sooner than the game is ready to compensate for. Level restrictions of items and FP are all that prevent this issue right now.
This is something that has been discussed and dare I say, argued about before. Someone even insisted that the game was broken when they never got anything with decent FP levels. The key here is that your suggestions may sound nice, but they have far reaching repercussions that would affect probably everything else in the game.
While I agree with the basic premise, I dont agree that having t20 gear as soon as the lvl requirements permit would be “over powered”, given that Lizard and others frequently complain that too much character power comes from skills/passives rather than gear.
Sure, perhaps its not going to end up being “too” overpowered due to level requirements, but I don’t think increasing FP is the way to go with regards someone having an issue with the progression of items through crafting - which is essentially what this boils down to being - to me at least.
(also trying not to steer this thread into another lengthy crafting thread that neither of us wanna get into again… )
I think the biggest problem with FP is that it is too random, not that it is too little.
I am aware that the randomness is deliberate to make crafting exiting but at this point I am convinced that it does more harm than good.
A crafting operation can cost between 0 and 21 FP (I am aware that it is weighted but this does not change my point).
So, basically, any item has the potential of becoming a t20, and any item has the potential of bricking with just a couple of crafts.
While the bricking is annoying, I think that the biggest offender in the current system is glyph of hope and critical success.
A lucky streak with the glyph can net you incredibly good items very early in the gearing progression, and consequently completely destroy future progression.
This causes players to reach a plateau in their crafting very fast, because it takes relatively few tries to get a lucky streak and an almost perfect item.
From there it is very difficult to find an upgrade.
The outcome of the craft is affected by the initial FP of the item, but it is much more affect by the randomness of the crafting progress. So there is little progression in the drop quality, a drop from much higher corruption has similar odds of being a crafting success than a drop from much lower corruption.
If the FP costs had lesser variance, a difference in the drop FP of items across different levels of corruption would significantly affect the quality of the final crafted item.
Which would make the progress more smooth.
This would have the added benefit of reducing the frustration with crafting in general.
a lot of good conversation here. im only in 80+ mono’s rn, but am finding it difficult to progress because i can’t find any gear that works well for my build. for reference, i’m using lvl 6 uniques, because i can’t find gloves that have good base stats and the correct affixes, or enough correct affixes to make forging plausible because of the low FP.
it’s not about getting better gear early on to me. to me it’s about FP being a barrier to entry for progression. I guess if the goal of crafting is to give you BiS when you’re in end-game, then maybe my point is moot and i shouldn’t care about crafting until then, but i don’t see that as a fun, valuable system; if the gates to it only open at max lvl end-game.
It’s always funny to craft on a “Meh!” item and have almost no FP usage at all a few times in a row and if you find a item you want to craft because it’s good max FP gone first craft . It’s inconsistent and our toons are all but craftsmen ^^.
My biggest issue is that the system currently discourages the use of some of the glyphs and runes available. I’ve very rarely had enough FP left over that I’d consider using Runes of Shaping or Refinement. I think I’ve only used Shaping once, and it gave me even lesser bonuses, so I stopped. I honestly don’t see why these have any FP cost associated with them. They should be free-to-use, and just have their rarely increased to be about the same as Despairs.