My initial reactions after an evening playing the new patch and tinkering around with some crafting aren’t altogether positive.
I love the patch, I will say that off the get go. So, I’m only addressing my first reactions to the crafting changes alone.
I hope that it is a “work in progress”. Right now, I actually preferred the old “high risk” system. This new system seems even more RNG than the old one, and I hate RNG with a passion (seen what it does to a game when devs become obsessed with it).
The reason for my initial dislike is the balancing of the system. As others here have said, I think it needs some work. Either the Forging Potential is too low, or the ranges for the amount used need decreasing.
To take 2 tests that I did last night:
Test 1: Take a T1 “virgin” item and try to get to 4 x T4’s. This was something I did a lot in the last patch to get starter mono gear for builds. I’d push it all the way to fracture quite often but I wouldn’t start grinding monos in earnest until I had at least T16 items. Without precise data (I didn’t keep any) my feeling was that I’d make a T16 about 1 in 3 attempts. I had the process quite well nailed down.
Now, with this new system, my initial tests had a much worse success rate, and it seemed way more RNG based than the previous system. Some crafts using the 25% rune cost nothing at all, some almost took out 1/2 of the Forging Potential in one swipe. 2 or 3 “failed” upgrades and the item was done. I found to get a T16 was taking me 1 in about 7 attempts. This is almost twice as bad as I remember the old system. This was almost entirely due to the “cost” almost being at least half way in the “range”, so I think that the ranges need tweaking somewhat.
Test 2: Taking a good drop with T12+ and upgrading it attempting T20. Here is where it seems to level out somewhat. Success rates seemed roughly about the same, but obviously with only 1 night to play around my testing pool was quite small as I had to grind some items to test. Again though, the ranges felt a little too high for the potential.
I think though that if you want to craft the mystical 5 affix item with 1 locked off that the ranges / potential need a lot of work. I don’t know if the devs deliberately made it this way as a soft gate for making these types of items or not.
All in all, with my trust in the devs I am keeping an open mind. In the past they’ve always stepped in and adjusted new things they have introduced if they aren’t working out how they initially wanted them to. I think this new system might come in for some “adjusting”. So I’m more than happy to see how things pan out over the next few weeks. Once they have more data & feedback I am sure they will review as usual.
The thing I hope they do mostly is to ignore “kneejerk” reactions to these changes. The “other main competitor” always put far too much stock into kneejerk reactions, and hence the mess they are in now. I think we all need to play with things as they are for a week or 2 and report our feedback after a considered amount of testing, rather than simply a day or 2.
One small thing I would like to see is the chance to “lock” a T5. I didn’t get enough chances to see if this would happen or not, but the hint notes seem to indicate that a T4 will either lock or upgrade, making T4 the highest possible “locked” affix. The option to craft/lock a T5 is greyed out, so I am guessing that with a lock the new T20 variant would be 3xT5’s, T4, & a new random affix? I haven’t tested this yet, so you might be able to pick your affix. However, I’d really like the chance to lock a T5, even if the chances were almost zero