Also, that was the old prophecy recipe. You placed 5 of any unique and got a random one. That no longer exists.
What you have now is vendoring 3 of the same unique to get a new one of that same unique. Good for rerolls.
It would be cool to have a way to use the forge to give legendary potentials to uniques with no potential by sacrificing x uniques of the same name/type. Limit it to like 1 or 2 potential only, based on giving forging potential to uniques with a chance to get the potential. There are times where you have a good roll on the unique on the range, but no forging potential so it becomes useless at the end game.
Nemesis egg is exactly that, you throw in non LP uniques that otherwise would be trash, giving them either LP, or stats.
I think the nemesis egg was their solution to âgive us something to do with the bunk uniquesâ but I dont think they intend to add a MASS solution to picking up every single unique.
if your build uses for example, Reach of the grave wand. You can and should pick up all of them. Blow up LP ones in the sanctum, and throw all the non LP ones into the egg to try that way.
You probably shouldnt be picking up reach of the grave if you are not a build using it. you will end up with 50 of them and nothing to do with them.
The reason why items are so cheap and not worth selling to a vendor is because EHG donât want players to go back and forth between fights and vendor each 2 minutes. They want to reduce the amount (or the frequency) of micromanaging and doing âchoresâ. Of course, with the amount of items dropping, that would be just insane and boring if that was lucrative; killing 2-3 packs of mobs and going back to town to sell stuff âbecause itâs efficientâ. For many players, efficient means mandatory.
I think the same logic applies to recycling items (uniques or not). I feel like hoarding junk and slowing down the gameplay (or adding frictions in the âin-between momentsâ) will never be part of the design philosophy of EHG.
I am all for a scrapyard for useless uniques. Ideally I would want to be able to take multiple copies of same unique and smash em together for a good upgrade.
May make all those useless lvl 15 uniques good again. For un empowered monos
Personally I am happy with the way it is. as I donât want a reason to pick up all the uniques other than the ones I want to keep or the ones I want to put into the egg in nemesis etc. but thatâs just my opinion of course.
But⌠would be a good thing to have in LE actually, 3 LP 1 uniques into a new re-rolled LP1 would be good to implement given the sheer amount of lower-end gear we get at times and the sheer lack of the ânext stageâ beyond. Would stretch the specific stages out a bit more.
I wouldnât mind a method for thrashing uniques for Runes of Creation.
Random idea: Make it unlock after beating Aberoth, unlocking a special forge or forge addition that can be accessed via the Shattered Road. There you can smelt them and the rarer the Uniques you put in, the higher the chance for a Rune of Creation. If it isnât a hit you get other rare shards/runes/glyphs.
Or some other new Rune. Like a Super Asendency Rune that works like the regular one but guarantees at least 1lp.
This wonât happen. And I donât see why you would want it, given that you were complaining that 1LP uniques are now more worthless than 0LP ones.
What would happen is that you get a new unique, which can roll 1LP (or even 4LP). Basically, you sacrifice 3 uniques to get a new drop. Thatâs all.
Personally I wouldnât mind having this recipe in LE, or the 5 random uniques to get a new random unique. All seem fairly balanced, since you just basically get a new drop.
Umh⌠I hope you can see how âNemesis mechanic needs adjustmentâ for better progression ratio and âsame level of gear reduced in quantity to provide possible qualityâ are two different topics.
Youâre comparing apples and oranges, they are not related.
Hence why Iâm saying âyeah, would be good in the current stateâ and even with the Nemesis change as itâs simply a venue which is separate from it.