Forging range abit too high?

I strongly disagree, as soon as there is no FP cost range crafting becomes predictable and bland.

While crafting as a lot of luck, I still don’t get all of the “the range is too high”, because as already mentioned multiple times here in this thread, it is weighted towards the lower FP cost and getting costs at the upper end of any craft is very rare.

With enough unpredictability involved it is totally worth picking up a lot of items, that don’t seems like a good upgrade, but you can very easily get positively surprised, which was one of the main goals of the new crafting system.

I made so many items, where I was like :"Nah, this will probably not become anything good, voilà 3 critical successes and 2 Glyph Of Hope procs later I made a beast of an items.

While there is luck involved, the rng part does not really dominate it.
It all comes down to expectations, when you start crafting on an Items.4

On the opposite, I’d say crafting must not be fully predictable, that would remove part of what this game genre is.

Calm down, I did not say “remove Luck element” or “remove FP cost” I just said it needs to be adjust to not make Lucky element be dominant. Why it cannot be a system mixing luck and rare materials farmable with balance? The game is in development and reading some comments in this thread is does not seems the actual system is pleasing majority of players. Maybe put some ideas to improve crafting system in a public test, collect the data and feedback?

Edit: As I replied to Shtak bellow maybe trade system on future multiplayer will solve some aspects without needing to touch too much on the current system. But I still feel it can improve and reading some other comments you made I think you to.

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I totally agree, there is no game at least that survives “long term” with fully predictable choices. But there are games that mix luck and predictable at cost of farm/time invested. Example: PoE. You can use Luck element to achieve goals with every currency in the game being a gamble but you can also farm stuff and buy what you want in trades ignoring RNG completly. So with that said, maybe trade system on multiplayer will please everybody. :smiley:

Well, I still think we should not be able to skip the RNG factor. I don’t play PoE so I can’t compare, but I don’t like the idea.
To be honest, I personaly like the idea, but I also think it’s not good for the game. :wink:

With the trade system being implemented on multiplayer for sure many will skip RNG factor (although perfect items will cost a lot in trades and probably some will be priceless), but also many will use the trade system to craft the perfect unique by buying bases with LP (my self indeed :rofl:).

POE in comparison - you can use alchemy orb (turns white item to rare) . If you like it, nice, if not, either use scouring orb (makes it white again) or chaos orb (rerolls everything, even number of affixes). This is purely random and is typical to “normal” currency (farming maps, ie. endgame content provides loads of these).

Then you have fossil crafting , where you invest a bit of time or chaos orbs (its also a basic trading currency like gold), to get fossil resonators (item where you socket the fossil) and fossils themselves. They provide semi-deterministic way of crafting like “item will roll more cold modifiers, cannot roll fire modifiers” (frigid fossil). These can be used up to 4 sockets, which can basically prevent item from rolling other stuff you do not want (for example, you can prevent everything on melee weapons except physical damge and physical damage over time, so you can get a good bleed weapons this way).

Third way of crafting is (or rather was before huge nerfs) - harvest. Before nerf - remove XY. Pure deterministic crafting. People had perfect gear a month into the league and stopped playing. Now its more based on certain conditions, especially rarity of crafts like the one above is abnormal (havent seen one of those since harvest, but i am not dedicated harvest farmer). This way can potentially ruin the game.

Fourth way is crafting bench. At certain point in the game, you get bench where you place the item and can craft certain tiers of affixes there for small fee (lets say 1 alchemy orb for 20% fire/cold/lightning resist). You can craft 1 affix this way.

Last Epoch definitely needs RNG crafting system with certain deterministic outcome, but cost should be based on the tiers to be relevant.
My example:
T1- 1-2 FP
T2 - 2-3 FP
T3 - 3-4 FP
T4-T5 - 3-10 FP
Or something like that. For crafting on good low level white base item with 10-12 FP, this would allow for crafting at least 2 affixes to T2. Now you can get stuck with fucking 1 T1 affix starting at white base. Heck, even POE allows you to craft with crafting bench for better items than LE right now if you get screwed.

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Interesting. And very likely already considered by EHG.

I strongly agree.

As has been demonstrated in this lengthy thread, there is a complete split on opinions on the new system. Some love it, some of us not so much. Some of us are pretty vocal on both sides of the fence. The difference seems to be that those who love it want it completely untouched, where as those of us who don’t would like it tweaked a bit.

Your idea of scaling is something I like the idea of, and to be honest it ties in with the original title of the thread. I’ve also said many times I’m not totally against some RNG, but I think the new system has gone way overboard in the gambling encouragement and element. You sum it up nicely for me with the word “dominating”. That’s exactly how I feel now.

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Thanks, mate. As you said, on this topic we have a lot of different visions on the same matter. Hope the devs look this topic as an opportunity to come with fresh ideas to improve the system!

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I just remember putting tier 1 affixes on the old system was literally 100%.
This one you can use all your forging potential on a magic/ rare item to add an affix.

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Honestly if they made it so adding an affix to an item for a tier 1 affix always costs 1 FP, and then after that it uses a range that would be infinitely better.

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They should maybe rework Glyph of Hope.
I never feel good using it and when it procs it’s too late already early in a crafting process.
Maybe instead of 25% to have no FP cost it would be like/similar “reduce FP by x to z %”.
In that case it will always proc but the reduced FP cost would be RNG.
This way you would have a smoother upgrade process without “get fekked” moments at T1.

Also lower the costs of adding new affixes.

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