Forging range abit too high?

Sorry for the double post, but there are people I think who find it hard to understand that certain people love the game and that you can love Hack and Slash without being a fan of more and more farming.

What I like about this game is the huge variety of builds possible. What I liked was having an idea, and saying to myself “ha yeah that thing, with that stuff, its can be super fun”
And launch it to me and test my idea.
And I liked YES that it is “simple” of this stuff easily to test my new creation.
Because not that its displeasure to the madman of the farm, I do not like spending 85 hours of my life wasting my time to have an item, to finally try my ideas.
And that his displeasure at “you can test without a great stuff” I do not take pleasure in driving a ferrari at 30 K / H

And so this new crafting system has iterally killed my enjoyment of playing. Because my pleasure is not in the more and more farming. I really find it hard to understand that people can like this, like people who pay for a job simulation game (farming simulator, truck simulator …) To believe that these people have nothing better to do than simulate their life.
Me, I take no pleasure in being frustrated not being able to play my characters without doing 50,000 hours of loot and beg the RNG to let me play, it’s 50,000 hours are not part of the game, but a job a chore has my eyes.
So thanks to the ever-growing farm fanatic for realizing that there are other types of players out there who like things simple and fast.

(For those crazy about the farm, have fun ignoring the crafting system and just full loot your items, you will see in 5 years you will not be finished)

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Ok, here’s an example that literally I just did in game. It’s not in line with other crafting I am doing but I think it highlights how this new system really badly needs some more work.

My filter picks up affixes I am short of, to give me items to Shatter.

By chance a magic Sentinel Solarum top dropped with only 1 Prefix. I decided, just to see what happened to add on the other prefix, and 2 suffixes I wanted.

Item starting FP was 27. Ok, not great, but not disastrous.

Starting existing Prefix level was T5 (hence pick up for shattering). I added the 3 new affixes, every one with a “hope”.

So, I had 1 T5 (already on it), and 3 x T1’s. Forging Potential left = 0. Yes, ZERO.
I couldn’t even try to raise the 3 new affixes to T2, let alone T5!!!

I’m sorry to say this, because I really do love the game and the dev team, but this new system is truly terrible. I have been testing it for making end game gear, and I have hated it sadly. I have made lengthy posts above detailing that. I have been also testing it for making what I would typically consider “entry level empowered” gear pieces, and sorry but I also have had zero joy with that as well. Now, I try and make what would be a maps → mono’s bit of gear and that was an epic fail as well.

It’s broken. This is just my opinion, but I make this post and my opinion as a huge FAN normally of things the devs do, but this new system needs a complete overhaul imho.

My suggestions:

  1. Reduce the Removal cost to 0. For End crafting.

  2. Add the chance to use a Chaos on T5 (at largely increased cost, or make a new rune). Again for end crafting.

  3. Seriously rebalance the starting FP or seriously reduce the costs of crafting attempts. For crafting across the board.

  4. Seriously reduce the cost of CHOOSING a specific affix to add, rather than encouraging slot machine mechanics by a free random one. This is CRAFTING, not GAMBLING. Random rare drops already fulfil the function of random affixes! The COST should come for UPGRADING a T1 chosen affix, NOT adding the T1 initiaally.

I can accept end game crafting being very very hard, but I cannot accept that crafting a T5 item should utterly break just by going to T8. That’s plain daft. :smile:

I have faith that the devs are keeping an eye on this thread, and will act as they usually do to fix this problem. Otherwise I can’t see how to ever make a new toon + new targeted gear with this current system.

One of the things I love the most about this game is the fact that crafting was previously so intuitive, and a great part of making a new characters was being able to deterministically craft new gear. This new system just seems entirely based upon RNG crafting and accepting random outcomes for affixes. That’s not what I want in the slightest. I left a game to get away from “slot machine” crafting, and loved coming here. This new system seems just another slot machine once again. I implore the devs to either reinstate the old system pending another rethink, or to act immediately to at least reduce the costs of adding a chosen affix to an item. I want to CHOOSE my affixes, not just get a free random one - that defeats the entire point of crafting? Otherwise I might just as well equip every random item that drops.

7 Likes

Ok, not wanting to leave things on too negative a post, I have one constructive suggestion.

Right now, there is an option to add a random affix for zero cost. However, to choose to add a SPECIFIC affix at only T1 level can cost up to 10 FP, when items only start with anywhere between 20-40’sh FP.

That ratio is completely out of whack, preposterously so. It’s not as if we’re adding a T5 specific, it’s T1!

So, how about making the cost of adding a T1 to an item 1-2 cost. That would at least bring back allowing us CHOICE, rather than forcing us down a slot machine style of crafting. With the potential of a Hope costing us zero, and the max being only 2 out of say 30, that is a ratio that makes far more sense. After all, T1 on items is pretty much useless as soon as you hit mono’s.

It wouldn’t fix entirely the end game crafting, but it would go a long way to a start towards that.

Then, attempting to upgrade from that T1-T5 I could accept the RNG, and risk. That would be more like the old system. But at least we would be taking a risk upgrading something we actually wanted in the first place. Of course, those people who think that random+chaos is so wonderful would still have that option, so it keeps both “opinion camps” happy :smile:

I share your overall opinion, its join my personal tests (as successful as you apparently)
For the moment it’s luck that determines your affixes, and let’s not talk about the upgrade, as you said, we are not going far with a T1.

Like you, I hope that changes will be made quickly, and I share your opinion that there is room for everyone.

I criticize those whom I call “the madmen of the farm or the always more farm” Because they forget in this thread of discussion that another type of player exists and that he was very happy with the old system because he was simple and efficient. (not out of nostalgia, the new balanced and less luck-based system would also be an option)

You just have to find a system that works for everyone.

Unfortunately at the present time we are far from it, today to have a good item come back to the loot by “playing” for thousands of hours to obtain the coveted item (full T5, 4 affixes desired)
With the current craftsmanship creating such an item is simply impossible unless the loot (4 desired affixes, 3 T5 affixes, and 1 T4) that you up T5 by destroying all your forge potential is limited.

Also understand that the current problem is also and above all the completely random aspect, beyond the balancing, I am against too much randomness and clearly it is too much. As said in my previous post, when I hear that the best rune is the Chaos rune its proves the problem.

2 Likes

Thank you for this, and it Very plainly illuminates what its like now in the new system; The Elephant in the room. Chaos rolling just creates a whole new Universe of RNG that will have you “Item Hunting” to your last days. To be clear, no one expects to make the “perfect” item; honestly it will never exist; some new content or difficulty or boss will always push you to a new ceiling, therein the chase itself exists. It stands to reason however, that you would want an item that is suitable to the build you have/are crafting (an opportunity LE Devs have been very clear and vocal about). The Chaos rolling makes this an arduous task, with its vast sweeping of pools of options and no way to mitigate its selection. I myself have taken to scrapping a lot of potential items (which are now dropping with more FP, Thx LE Devs!!) because using the aforementioned methods still leaves me with items that were ‘so close, but no dice’.

I suppose that more balancing is needed to both bring Crafting back to a degree of what it was pre-patch, but at the same time not granting players an item editor (as one person put it.) Just a final thought; Sure, it may be easy to make a T19-T20 item (I mean, I can make one right now as of typing); however, is it one with desirable affixes? Seems disingenuous to say you can make an item of such value (quickly, easily, and reproducibly) but unless you have a very broad build, its completely worthless.

1 Like

My suggestions:

  1. Reduce the Removal cost to 0. For End crafting.

I Agree with either this, or much lower cost. Leave Removal as it is otherwise, being Random. It tends to target the affixes I want whenever I use it anyhow (even on Empowered items, which really stings). That should be its “cost”; knowing that your pooch is possibly getting screwed on button press.

  1. Add the chance to use a Chaos on T5 (at largely increased cost, or make a new rune). Again for end crafting.

Great Idea here. This would certainly satisfy those ‘hardcore’ crafters. You want to manipulate a T5+ affix with Chaos? Get ready to pay for it. Great power should have Great cost.

  1. Seriously rebalance the starting FP or seriously reduce the costs of crafting attempts. For crafting across the board.

I feel like (minus a +1 or +2 here or there) the starting costs have been tackled fairly. Its the Usage Costs that are still somewhat steep, and they definitely skew toward the higher range. With that being said though, coupled with SolidMetalKnight’s testing, I have also seen a generous increase in Critical successes; it doesnt balance out the cost problem, but it does lend its aid toward it. To ensure fair balancing, the costs should be dropped somewhat slightly to compensate (I speculate).

  1. Seriously reduce the cost of CHOOSING a specific affix to add, rather than encouraging slot machine mechanics by a free random one. This is CRAFTING, not GAMBLING. Random rare drops already fulfil the function of random affixes! The COST should come for UPGRADING a T1 chosen affix, NOT adding the T1 initially.

Poignant argument. Another “Elephant in the Room” thought, and one that I imagine many of us had on the tips of our tongues but was always out of reach. Great find.

I agree with what you’re driving at here, but wording. It doesnt cost anything to add a T1; thats Rune of Discovery. However, Discovery just pulls from the massive pools to put putty in a hole. I.E. Gambling. Honestly, Discovery could be removed/replaced with another useful Rune, and they just remove the cost of adding a T1 affix. Two birds with one stone. Discovery maybe saves you 30s of adding T1s and the only other benefit (beyond time-saving) is filling missing slots for free. Just remove the T1 cost. T1s dont help anyone but brand-new players, and they’ll quickly vie for T2 or get steam-rolled.

As a side note, if Devs are antsy about implementing this last point, they can pass on the cost of upgrade from the T1s by 1-2 FP per tier, up to 5. So, T1s would be free, and T2-T5 would have ascending costs (again, by a tiny amount more than current) to adjust for the ‘risk’ of getting your item where you want. This would both put the ‘fear’ in Crafting, and remove the Gambler aspects. As was noted above, RNG is already hard at work in the drops of items and the tiers present, even in specific Empowered Mono nodes.

Would really appreciate some Developer opinions on these recent posts (even if its a slap-down.) Just want to know what you all think. Thanks again for the opportunity, regardless!!!

1 Like

To me, those suggestions just boil down to turning crafting into item editor mode, really.
The point of this system is to make raw drops even more interesting - the more deterministic you make it, the less you’re interested in hunting those drops though.

Like, with the current system it is already very, very easy to get T15-20 items with the stats you want (!) compared to before, and you can improve Exalted items a lot more predictably and reliably. I currently don’t see how further reducing the opportunity costs and thus, the burden on finding a good base to work with would improve the game, personally.

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Always the same argument … “the choas is too good” well no sorry it’s RNG.

Or you have to “hunt” are object … What? without messing around, it’s not his fun having a game, it looks like a competition has the one who shits the most. Not to the one who has the most fun.

I have other things to do with my life than hunting for objects.

Another funny argument I find “you want an object editor in the game” The people do not wait for the craft to do it. Also making the craft harder will simply cause more players to use those methods.
Strangely, in the discussion thread there are plenty of people missing (the regulars of the forum) he seems to have made a big mistake about the change it is on a large majority already uses etiteur because frankly “to hunt” is not their thing.

If we’re not happy, it’s because we’re just idiots who don’t like the new system and don’t use an editor to play.
So this argument does not hold a publisher has been there for a long time, so we do not fill up for it.

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It sounds to me like loot-based games aren’t necessarily for you.

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I would suggest you go back and re-read my posts again carefully. Everything I have suggested in no way turns crafting into item editor mode. All it does is provide an option to use crafting in a similar manner in which we used to do, but with an INCREASED cost, not a reduced one. I will illustrate later in this post for you.

Really?
Ok, I will set you a challenge then. If you scroll back you will see a T18 wand I was trying to make. It has a specific base, and specific Prefixes & Affixes. It’s not even T20!

Your challenge then is to make this wand, taking screenshots of the initial item pre-crafting, and the end result. It shouldn’t take you long, as it’s “very very easy”. I will wait to see the screenshots…

I expect I will be waiting a very long time, despite it being “very very easy”. Sorry, but I think you are completely incorrect. Yes, it might be easy to make any old T18-20 from a drop that already has 3-4 affixes, IF YOU WILL SETTLE FOR ANY RANDOM AFFIX. I never disputed that! However, if you play builds and farm empowered monos at 200+ corruption I would love to see the build that can take “any old item with any old affix”. Most of them have specific requirements.

To illustrate for the last time how what I suggest does anything BUT turn crafting into a “simulator/editor”, here goes! I hope THIS TIME, you at least grant me the civility and respect of reading all of this, as it is taking me a long time to restate and clarify everything I have already posted! I will use rough numbers (made up ones) from what I propose, rather than current system and compare to old system and what I have seen of current system.

Proposals examples used:

  1. Reduce removal cost to 0
  2. Add the chance to use a Chaos on T5 (at largely increased cost, or make a new rune).Again for end crafting. Let’s say 5-25.
  3. Seriously rebalance the starting FP or seriously reduce the costs of crafting attempts.For crafting across the board.I won’t use this at all for the moment - see 4.
  4. Seriously reduce the cost of CHOOSING a SPECIFIC affix to add, rather than encouraging slot machine mechanics by a free random one. Let’s say 1-2 as I mentioned above.Remember, I am not advocating changing the UPGRADING costs AT ALL.You didn’t read that I am guessing.

I will use as my desired ending item the wand I was tinkering with making in each example.

Example 1

I find a magic item with FP 20 and it already has both prefixes I want Crit Multi at T3 and Cast at T3.
a. In order to encourage possible crit cast procs I add both Suffixes I want at T1 CHOOSING THEM.
Old System, very little chance to fracture adding those. Say 100% success rate for each.
New current system. Adding both T1 chosen suffixes 1-14 for 3rd and 1-18 for 4th FP cost. Worst case all FP gone, item bricked. Best case zero cost. Let’s shoot at 25%. 4 & 5 each, 9 cost (I have yet to see a free “add” in game). Remaining FP 11.
New proposed system. Adding both chosen T1 suffixes 1-2 FP cost each. Worst case 4 FP cost. Best case zero cost. Let’s take middle. 1 each, 2FP cost. Remaining FP 18.
So now we have T3,T3,T1,T1.

b. Upgrade the T1’s to T2.
Old System, very little chance to fracture adding those. Say 90% success rate for each.
New current system. Upgrading both T1 chosen suffixes to T2 1-10 FP cost each. Worst case all FP gone, item bricked. Best case zero cost. Let’s shoot at 25% again. 3 each, 6 cost (I have yet to see a free “add” in game). Remaining FP 5, item almost bricked. Ok, not happy, let’s be super kind and say 1 cost 4 & the other 0, so remaining FP = 7.
New proposed system. Upgrading both chosen T1 suffixes to T2 1-10 FP cost each. Worst case all FP gone, item bricked. Best case zero cost. Let’s shoot at 25%. 3 each, 6 cost (I have yet to see a free “add” in game). Remaining FP 12. Ok, not happy, let’s be super kind and say 1 cost 4 & the other 0, so remaining FP = 14.
So now we have T3,T3,T2,T2.

c. Upgrade the T3’s (original drop) to T4
Old System, bigger chances to fracture adding those. Say 78% success rate for each. so almost time to start using those runes…
New current system. Upgrading both T3 chosen suffixes to T4 1-18 FP cost each. Worst case all FP gone, item bricked. Best case zero cost. Let’s shoot at 25% again. 5 each, 10 cost (I have yet to see a free “add” in game). Remaining FP 0, item bricked. Ok, not happy, let’s be super kind and say 1 cost 5 & the other 0, so remaining FP = 2. Item basically bricked.
New proposed system. Upgrading both chosen T3 suffixes to T4 1-18 FP cost each. Worst case all FP gone, item bricked. Best case zero cost. Let’s shoot at 25%. 5 each, 10 cost (I have yet to see a free “add” in game). Remaining FP 4. Item almost bricked Ok, not happy, let’s be super kind and say 1 cost 5 & the other 0, so remaining FP = 9.
So now we have T4,T4,T2,T2.

d. Previously, under the old system I would always try for the T4’s to T5, so as not to waste my time with the suffixes (On this weapon) needlessly. I’ll stick to the same ethos here.
Old System, bigger chances to fracture adding those. Say 70% success rate for one and 60-65 for the other using runes. So this was where it’d be break or celebrate time. Any suffix increases after this were a bonus.
New current system. Upgrading both T4 chosen suffixes to T5 1-24 FP cost each. Item is already pretty much bricked by now with only 2 remaining in my practical example so either the RNG gods are epic and I get everything for free or it’s toast.
New proposed system. Item still bricked, as above with 25% examples so unless crafts are free goes no further.
So, item bricked at about 4,4,2,2, that’s an ilvl of 12!

Example 2

I find a rare item with FP 35 (way higher than what I’ve seen in game) and it already has both prefixes I want Crit Multi at T5 and Cast at T4, one of my chosen suffixes at T3 and a wonderful empty suffix #4 slot so no need to even try with removals etc etc.
So we have T5,T4,T3,empty.

a. In order to encourage possible crit cast procs I add the Suffixes I want at T1 CHOOSING IT. I have no interest in a random RNG result.
Old System, very little chance to fracture adding those T1’s. Say 100% success rate maybe 95 worst case.
New current system. Adding T1 chosen suffix 1-18 for 4th FP cost. Worst case 35 FP down to 17 just for adding a T1. Best case zero cost. Let’s shoot at 50% 9 cost (I have yet to see a free “add” in game). Remaining FP 26. Let’s shoot at 25% 5 cost (I have yet to see a free “add” in game). Remaining FP 30. I have used 50 & 25% this time as crafting on rares seems to carry a higher cost in my experience so far, so added an extra scenario.
New proposed system. Adding chosen T1 suffix 1-2 FP cost each. Worst case 35 FP down to 33 FP. Best case zero cost. 25% & 50% are both 1 cost. Remaining FP 34.
So now we have T5,T4,T3,T1.

b. I’ll try and raise up the affixes in order from high to low. So T4 to T5 first.
Old System, average chance to fracture on second craft T4-5. Say 65-75% success rate so we use a rune and if it works great, if not we don’t waste any more time.
New current system. Upgrading T4 chosen prefix to T5 1-24 FP cost.Worst case 24 cost, 17-24 item bricked. Best case zero cost. Let’s shoot at 50% starting from 50% result above. 12 cost (I have yet to see a free “add” in game). Remaining FP 26-12=14. Let’s shoot at 50% starting from 25% result above. 12 cost (I have yet to see a free “add” in game). Remaining FP 30-12=18.Then let’s shoot at 25% from 25% above. 6 cost (I have yet to see a free “add” in game). Remaining FP 30-6=24.
New proposed system. Upgrading T4 chosen prefix to T5 1-24 FP cost.Worst case 24 cost, 34or33-24 = 10 or 9 FP. Best case zero cost. Let’s shoot at 50% starting from worst result above. 12 cost (I have yet to see a free “add” in game). Remaining FP 34-12=22. Let’s shoot at 50% starting from best result above. 12 cost (I have yet to see a free “add” in game). Remaining FP 33-12=21.Then let’s shoot at 25%. 6 cost (I have yet to see a free “add” in game). Remaining FP 34 or 33-6 = 28 or 27.
So now we have T5,T5,T3,T1 with both old system & proposed, but also a chance of bricked with current system.

c. Next raise the T3 to T4.
Old System, average chance to fracture on third craft T3-4. Say 55-65% success rate so we use a rune and if it works great, if not we don’t waste any more time.
New current system. Upgrading T3 chosen prefix to T4 1-18 FP cost.Worst case 18 cost, from various 50,25% results: (i) 14-18 item bricked. (ii) 18-18 item bricked. (iii) 24-18 = 6 FP left, mostly bricked. Best case zero cost. Let’s shoot at 50% =9 cost (I have yet to see a free “add” in game). from various 50,25% results: (i) 14-9 item bricked. (ii) 18-9=9. (iii) 24-9 = 15 FP left. Then let’s shoot at 25% = 5 cost (I have yet to see a free “add” in game). from various 50,25% results: (i) 14-5 = 9. (ii) 18-5=13. (iii) 24-5 = 19 FP left.
New proposed system. Upgrading T3 chosen prefix to T4 1-18 FP cost.Worst case 18 cost, from various 50,25% results: (i) 10-18 item bricked. (ii) 22-18=4 item almost bricked. (iii) 21-18=3 item almost bricked. (iv) 28-18 = 10 FP left. Best case zero cost. Let’s shoot at 50% =9 cost (I have yet to see a free “add” in game). from various 50,25% results: (i) 10-9=1 item bricked. (ii) 22-9=13. (iii) 21-9=12. (iv) 28-9 = 19 FP left. Then let’s shoot at 25% = 5 cost (I have yet to see a free “add” in game). from various 50,25% results: (i) 10-5=5 item almost bricked. (ii) 22-5=17. (iii) 21-5=16. (iv) 28-5 = 23 FP left.
So now we have T5,T5,T4,T1 but the old system it might break but from experience usually you get to this point intact, the current system it’s mostly bricked unless you get some great luck, the proposed system it still stands a chance of bricking, but mostly you’ll get at least one more shot at trying to up that T4 or T1 a little.

I could go on, and also make more examples, but I think I have made my point and I hope you appreciate all this typing.
What I have proposed makes it far from a “simulator”, but what it does do is one thing, and one thing only. It gives you an opportunity to CHOOSE your affix to add as T1. It doesn’t “cheese” anything thereafter, nor does it impact the new costs at all, it merely gives those of us who hate being forced to take a RANDOM affix the opportunity to CHOOSE an affix instead. This is nothing new for the old system, we had that choice back then. It’s only the new current system that adds an increased penalty for doing that.

Again, I liked the old system because it allowed us CHOICE and was a semi deterministic system. Take PoE as an example, as I make the bold assumption that a lot of players are comparing this to their system, and their crafting is almost entirely RNG. They had Harvest League, and they tried deterministic crafting - result was one of their most successful leagues ever and people still bemoaning its loss to this day.

LE until this new system was different from PoE, and shining example of what crafting COULD BE. You could allow players a lot of deterministic crafting without cheesing the game. I strongly feel that this new system, as it stands now, without considerable further tweaking is a move in entirely the wrong direction. People largely hate crafting in PoE which is based on RNG alone, they loved the deterministic one league change, so why does this new system seem to be moving us more towards the direction of a system that is highly unpopular???

I get wanting to make things “feel good” or to “dumb it down”, but I just think that this has all gone way too far in that direction so that it has completely changed the crafting ethos.

The changes I proposed bring it more back in line with how we crafted before, not making it any easier.

Again, I reiterate, if I wanted Rare T18-20 gear with random rolls, I’d just pick up & equip random crap off the ground. My build, and I suspect many many others doesn’t work that way and certainly not for empowered monos with high corruption.

I hope this helps really clarify what I posted in several places earlier for you. :smile:

5 Likes

No, I agree, except that no one has decreed that LE would be a loot hunting game.

It’s an ARPG, and ARPG doesn’t have to be a loot-hunting game.

and going on from my wall of text that took about an hour to type out, I really look forward to the screenshots of the “very very easy” to make wand I would like you to prove to me.
Now, I’m off to take a Valium or 2 & lie down in a darkened room. :stuck_out_tongue_winking_eye:

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I respect your will, and you deserve a little Valium.

I have nothing more added to what you said, said everything and perfectly clear.

Now if the people don’t understand her, it’s really because they do it on purpose

With respect, I think you two have lost the plot a bit and are either rambling and not seeing the forest for the trees, or are making very strange and not very fitting comparisons.

I’ve been churning out T16-20s constantly in the new system, it’s been quite the upgrade. I suspect your major mistake is not actually adapting your lootfilter and hunting for the proper bases to work with, because the way you seem to portray the system is trying to hit T16+ ideal mods from scratch and getting 10 Hope procs in a row. That’s, uh, not how to do it, but it can actually happen.

But that’s just my opinion, i’ve expressed my views on this topic for the longest time in the other thread over the course of the year.

Hope you enjoy yourselves anyway.

2 Likes

The new system is by far superior and more “player in control” than the old one. Just set your loot fitter for rates that have the sum of wanted affixes be 6 or greater, then pick those that have have FP 30+. At lest one of thee such items will end up at T20 with desirable affixes. Critical success is not that rare and the constant use of glyphs of hope pays off.

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This is starting to get hilarious. @Maelstromicus has laid out the old system, what worked and was pleasant and efficient, and just because it has become more RNG-based (like EVERY other ARPG in existence) its somehow now better. Because, Lets be Clear: Devs said their main goal with the new system is getting rid of the Fractures, failures, and “feelsbad” of Crafting. So, it stands to reason that if the new system does negative things (i.e. Chaos only allowing random pulls of affixes, T1 addition of CHOICE affixes being costly, etc), but gets rid of the other Positive benefits of the old, It needs adjusting.

The Devs have already stated that they prefer Deterministic Crafting for their game. Whether you want to call that an ‘Item Editor’, "Easy Mode"etc., thats what they said they want. If you prefer RNG, there are plenty of other game options for that. I imagine due to the feedback in this thread, they are hard at work taking down our feedback, and doing deep-dives on both systems to get back that Deterministic feel. The quick hotfix patch they dropped seems to hint at this, as by increasing the amounts of FP (and lowering some costs), it allows more leeway to play with the system for Deterministic purposes (by eliminating the net losses experienced by “gambling”).

What I find also telling is that no one has (yet) challenged the example he put out concerning the Wand. Last night, someone even mentioned in chat that “as long as you are happy with the pool of affixes the system is great”; I even mentioned the same thing in chat concerning dropping the cost of T1 affixes would solve the problems and no one contested the option. The vast majority of those saying “its so easy to make a T20!!” are just making items with no clear purpose in a Deterministic build (even I have done it! Doesnt make it worth anything to myself); they are just crafting for the sake of it to prove a point. Which anyone can do.

Its clear that the system has become more RNG, and most of the ones who come from PoE or other ARPGs are cozy with that because that is what they are used too. However, LE Devs have (Time and Again!) stated that they arent trying to be “like everyone else”, and the large majority of this playerbase has bought into this game explicitly for this purpose. I, for one, will say that if they should decide to join PoE and the others with more RNG crafting, I will also eject like I did those games; ARPGs dont have to be RNG based. Thats just what some individuals prefer (especially those with a lot of indisposable time on their hands, of which I am not).

Again, based on what little information they have put out (and changes already implemented), the system will get tweaked (albeit very carefully) back toward its Deterministic roots, and RNG slowly threaded back out.

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Thank you @RedeemerX

I can only assume that the guys replying now are trolling me, to which I am not even going to bother replying any more. I have clearly laid out the issue as I see it. This is for the benefit of more experienced players and more importantly the dev team who are watching this topic, not for me to waste my time getting into fruitless debates.

For any trolls, if you wish to draw me into a debate, as @RedeemerX said, it’s very simple, all you need to do is accept my wand challenge and post in here results from your “before & after”. I’ll engage with you once you spend a few minutes doing my “very very easy” challenge. Otherwise, enjoy playing PoE and popping in here to wind up us LE players (yes, I know that is what is going on) :smile: Happy Xmas.

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I agree with a lot of people in this thread that making t20 and even t21 items is easy.
Totally doable. Find item, get 2-3 crits and bam done.
You have 1 usefull prefix and 2 resistances. Easy peasy lemon squeezy!

The problems arise when your build is already geared to a decent level i.e the resists are capped and you have some decent damage prefixes on your items.
Crafting a replacement or by god even an upgrade with the right resists and two prefixes is a fucking nightmare.
If you also want those on a good base you are really in for a horrible time.
I understand that a lot of people here are perfectly ok with running around with 200 cold resistance and 69% phys resistance, because atleast the have all t20 items equipped and that was sooo easy. You just have to crit 3 times while upgrading the existing affixes.

And right now i am one of them, because i recently came back to LE and pushing 300+ corruption is a fever dream to me right now, but i want to reach it and i want to have game systems in place that make it fun.

To me as someone that only dabbled in LE before recently, it seems like with the new systems all the guys that reroll twice a week are super happy, because capping your resists and getting 1 usefull prefix is easier than ever.
But the people that want to push and approach a decent level of min/max are very unhappy, because the gambler nerf robbed them of a way to get good bases, while the crafting rework made getting SPECIFC t5 affixes harder.

I am not bothered by this too much right now, because there are more pressing matters to me like the horrible sound design of the skill effects or the super alt unfriendly empowered monolith/ corruption system.
But i know that if i stick around i will run into the min/max crafting sooner or later and then i want the devs to have a good robust system in place and right now i think they have missed their mark.

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Warheads on Foreheads. Appreciate the response… knocking it out of the park. I’ll say, I personally am not a min/maxer, (may as well be though) but I do like crafting gear to meet the very specific resistance affixes, and like you said, trying to hit those targets effectively in this current system is Hell on wheels. (And I can be slightly lenient with the pool decisions, but some things I am just never going to need, like Minion crit/block rate).

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I like new crafting. I was able to craft better items then with old one. I can also pick up more items and try glyph of chaos on them.

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