I Don't See Why Forging Potential Exists

Welcome to the forums… No place is bad, but ideas can get lost if you tag them on other threads (especially long ones like this)… and then the devs may not see a gem…

Was thinking on your idea… I dont like “earning FP” back because the FP concept is already flooded with issues,… But it made me think of actually earning affixes instead… Lets say there was a way to convert an affix (like the current sealing option) but instead once converted, you then have the ability to earn XP for levelling up the affix by using the item… i.e. so long as its wielded, you can make it better… and depending on the xp curve needed, I think that could be a slightly different but have the same end result to your idea…?

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I love the idea of being able to “seal” an affix with an item and it remains in the slot but can no longer be altered. Then it increases rank with exp gain. Could be effectively less FP total to get a T5 in a slot. (Also I think this should be limited to 1 affix slot at a time, or 1 only.)

Also while exalted has been specifically drop only, maybe this would allow you to take a rare item and push an affix to t6? That could be too strong however. I think I like the first use more.

It’s restricted because without restrictions it’s literally an item editor? If you want to edit items, wait for an offline mode character editor to come out so you can create your 100% perfect all t5 affixes for every character you want.

Without some amount of RNG and variation, games are boring.

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I have seen the idea of equipment experience a few times around the internet (not on these forums so far). I really love the concept, I think it has a lot of potential for creating items you as a player can truly get attached to.

There is one very big issue that I see with having the “using” of the item as part of the crafting process.
That is that the player will be forced to use a partially crafted item until it is done. This would make them weaker and force them to engage into lower difficulty content until they are done with the item.
If this becomes the best available crafting method players will have to chose if they want to meaningfull engage in the highest tier content, or craft more.
I would prefer if the earning of the experience were to be performed in some other way than using the item.

This is a fantastic compromise.

Regarding the problem of trading items that are being “recharged”, there could be a system introduced that binds the item to the player - meaning that it cannot be traded.

Pls NO. If you are not playing on SSF you will practically have unlimited amounts of shards and other crafting mats because of trade. And if you have unlimited crafting potential every item without perfect stats become worthless. Weird that you say you have thousands of hours on other ARPGs and still don’t understand how these games work… Only way that removing crafting potential would be ok is that affix shards are like 100x more rare and you cant shatter items.

I cant believe this thread is still going

LE’s crafting is an Item Editor, FP is your ‘item editor balance’ per item

But since its so bad, lets change it to more like PoEs:

First lets remove FP because its the bane of existence here apparently. Now you can craft forever on the same piece of gear…yay?
Every shard drops as a ‘shard of crafting’ when you use that on a piece of gear it now rolls a random affix and a random tier

So if you want T1 health you may need 60-100-200? crafting mats per attempts plus 10 minutes of clicking mindlessly…but wait dont click too fast or you will roll over it haha.

Cool now you hit T1 life now you want T1 Fire%, you now need to use another Crafting shard which is a tier rarer than a the first and hopefully you may hit T1 Fire out of 1/300 rolls however if you DONT. you are back to square one rolling for T1 life again… if you manage to hit T1 Life/Fire…now you want T1 int now you need to roll AGAIN another 1/whatever chance to hit T1 int. again if you fail back to square one and this also needs another rarer crafting Material

This is just alt/aug/regal…lol havent even touched on anything like Meta crafting where each click can be hours of farming gone for nothing

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I just think base FP should be higher on non exalt gear. Right now only exalts are worth any kind of meaningful crafting attention, but their higher tier stats are already gated by being drop only.
I should be able to take a white gear and craft it to at least 2 t5s quite easily. I mean t5s arent even that good since t6 and 7 have a huge leap in stat gain per tier.

Not sure if you have read all the very heated and in-depth discussions threads on crafting that go back well over a year now.

Its not intended that white items be craftable to this kind of level - if you are very lucky you may be able to get the total 10 tiers you suggest across all 4 affix slots when starting with a white but pushing for T5 x 2 on whites is not intended. The FP cost for higher tier crafts (without applying mitigating crafting options) makes this by design harder to do - Its simply not how the system is currently designed or functions.

Crafting is intended to require, higher quality gear with higher FP as you progress. Its never intended to craft from “blank” base items.

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sure, it was intended. Im saying dont like it and it isnt good or fun

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You are entitled to your opinion, but its not how the game works so obviously its not going to be good or fun. Thats like wanting to play close quarter combat in a sniper game and wondering why it doesnt work well.

Like most things in life, you have to figure out the correct way to do something else you are just going to fail and not be happy because of it. Just because you want to craft from blanks doesnt mean thats how it should work because you want it to work that way. Thats a very odd approach.

Crafting is very powerful in LE - but only if you embrace it as its intended.

not everything in the game right now is fun bruh, lol

Never said that. There are plenty of things in LE that I dont like or dont consider fun - all of which I have experienced and tested in 2k hours of play.

I just get annoyed when people who dont take the time to figure things out just chip in and say things arent fun / not good when it doesnt work like they want it to.

I have zero problem if someone honestly tries to use the system as its intended/designed and then provides constructive feedback on why something doesnt work for them.

not everything is LE as designed is fun either, lol

Not everybody is able to do so, bruh, lol

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I have played for less than a day, already been crafting and it’s pretty well balanced. Not sure why they would need to make the game any easier, if anything they could easily bump the difficulty up a few notches. I don’t agree with a lot of what you are saying in everything you have posted here.

Welcome to the forums.

This is a long pretty old post so you’d have to be more specific here because I am not sure what you are referring to… Your post says you like crafting and that you dont want it to be easier. Which is exactly what I agree with and have said before. The post you reference was my response to someone else trying to understand how/why they feel like they do… I.e. trying to see it from their angle.

Crafting in the early and mid game is very generous (as you noted, perhaps too much so), especially at the beginning its very easy to get upgrades, and the process feels very intuitive and smooth.
Since you have been playing for half a day, I assume this is the part of crafting you have experienced.

A lot of the frustrations with crafting is in its late-game usage, once you start mainly crafting on exalted gear.

That would be the “chase gear” so it’s not supposed to be easy to get/upgrade/etc.

I was merely explaining that (in my subjective opinion) the frustration in crafting refers to late-game crafting and not early- or mid-game crafting.

Let’s not repeat the same points that were already made in the almost 300 replies of this thread.

Yes, I understand that the system is the way it is so as to create difficult to obtain “chase” items.
I think that there could be better ways of making chase items difficult to obtain while not making late-game crafting annoying/frustrating.
However, I do not have to offer any input on how this could be done that has not already been said either here or in the many other threads on crafting that have popped out in the past few months.

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