Infinite Runes of Shattering

The runes of shattering at the moment can already be bought at NPCs, but in small margins. Meanwhile our storages get cluttered with items that we’re just holding temporarily to break down for the affixs. A massive quality of life improvement would be to just let the NPCs sell Runes of Shattering infinitely. If anyone’s played the game long enough they know they can just log out and log back in to reset the NPC’s Rune of Shattering count, but this process is extremely immersion breaking, and makes me feel like I’m wasting my time playing the game because, on one side I want to break down all the gear filling up pages after pages in my storage, and on the other side I don’t want to log out and back in 20x so I can buy all the shatterings I need.

The Rune of Shattering is like a foundational rune. Every player will have used it in large quantities before endgame, allowing NPC’s to always sell them will be a huge quality of life improvement. In turn you can use their cost as a throttle.

I’d like this game to be genuinely good, this is why I’m giving this feedback.

They aren’t available widely because they are valuable and you sould make good use of them. Getting them everywhere will devalue them by a lot.

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Most if not all the filters that you get from lastepochtools.com will have an entry that highlights items for shattering based on it having a rare affix or desiable t5 on an undesireable item you may want to shatter. Trying to use a rune of shattering on everything you are not going to use I believe is not the purpose of the rune.

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To take the comments brought up one point further, runes of removal can also be used for shattering, would you consider that something that should also be infinitely sold?

I think shattering runes should have the ability to be bought in higher quantities, or found in higher quantities, but that’s mostly solved with some correct choices on the lightless arbor vault.

I could see a vendor at that has an ever increasing cost for runes of shattering that will slowly reduce price over time. But I don’t think that would be beneficial for the game.

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I think most of the people who have replied are not thinking clearly and/or perhaps dono the details of how the game works. The fact that you are able to reload to get the new inventory means you can already get infinite runes of shattering (meaning its not a question of if they should make those infinite since they already did that it only takes a bit more time and adds more stress to the server). Make no mistake having something in game which causes tons of players to constantly reload their save WILL cause strain on the server. More strain on a server means more disconnects, higher lag spikes, and other problems. Therefore, suggesting they keep it as is now is pure stupidity. I suggest instead that they do as the op suggested but also make the rune of shattering cost much more when buying them from vendors. This will add a bit of a gold sink and reduce stress on the server.

I would wager that the “infinite” runes of shattering was not intentional and was an artifact of the switch to instances areas. They probably noticed the change and decided it wasn’t worth the time to fix it yet.

I still think they should be infinite with a scaling cost that goes down over time.

Infinite Runes of Shattering are already available without logging.
Simply traveling to new regions will do the same thing. Use the map to portal to the End of time, then the Council Chambers, Majasa, Imperial City, and back again will reload each of the vendors.
Also, generally, you don’t need as many as you think you do – the only pieces I shatter are ones with very rare shards, like Hybrid Health.

This was true in 0.8.5 as well (unless I am misunderstanding what you are referring to).

They are already infinitely available, you just need to log out and back in (also works on zone switch as of 0.9). Making them infinitely available without refreshing shop inventory would have minimal effect on value, and make getting them much less annoying.

If something that was annoing to aquire get’s easy to aquire it loses value because it’s easiely available all of the sudden. Having a random number of 1-4 in the vendor every now and then or after a restart isn’t infinite availability because if it was infinite you don’t have to log out to reset them.

On top of it I hope we get a timed reset for vendors on online mode so all the rleoad stuff happens once an hour insted of a login-out loop.

Absolutely no need. I am sitting on several hundred Shatterings without really trying. The problem is players think they need to shatter everything they find. Or everything that has either a lot of attributes or even just one they like. This is a mistake. No need to do much shattering at all once your basic shard wealth is established.#

Eventually you will only be shattering items with affixes you consider very valuable… rare ones like +1 level of a skill or ones you lose a lot and so are always short of (Movement Speed, Crit Chance and Elemental Damage Over Time are my bug-bears).

Even then, if affixes are very valuable to you, you should be using Runes of Removal to extract the shards not Shattering.

In short, the player’s need for Runes of Shatterings starts very high but falls very quickly too. It’s fine as it is.

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I absolutely agree - it is a shame that a game that heavily relies on crafting, building and trying out stuff to work the way you like it to work offers so little opportunities to get the needed runes of shattering.

I’d appreciate if they would be gained as item drops MUCH more frequent and that their buying-cot would be natably reduced so our stashes were less cluttered and our builds more of a “hell, now that worked great”-kind of thing.

The fact is the runes are already infinite at current, they’re just tedious to acquire. I’m in the same boat as you that I have more shattering runes than I know what to do with since I don’t shatter everything. But one of two options needs to happen.

Either they need to be made infinite, or they shouldn’t be acquirable by login logout methods and such. If that means moving them out of shops entirely I would be fine with that. My suggestion was to make them infinitely buyable but have the price cost increase per purchase and decrease over time.

I’d prefer they not be removed from shops as it’s a good utility for new characters and players but don’t like the current way they’re implemented.

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Agree with the proposal.

Basically what I do right now is teleport between two vendors, get all the runes I need, clear up my stash.

The way things stand right now there is no value added in not having them infinite at each vendor. Those that need more lose time simply moving from one place to another and so on. Even if they limit this per instance people will simply clear out ALL vendors and then re-log, or just clear out ALL vendors every opportunity they get.

The point is that this was something D3 for example actually did good, limitless destruction of items (which in itself makes acquiring items, even those of low quality but with one or two nice stats, desirable).

I am still not seeing why we need a change when you and I are both sitting on more Shatterings that we know what to do with. I am on 200 and I stopped buying them weeks ago.

I too have 300+ and have stopped buying them.

Since a lot of people are not listening, maybe worth saying again… this will not happen since you will soon have more Shatterings than you’ll ever need (hundreds of them) without buying any.

It is only at the very start of your experience with this game that you should be shattering items for basic (i.e. common) shards. Most shards are common. Soon you will have a stockpile of the basic ones. I’d say when you have around 20 of the commonly used shards like Crit Chance, you can stop shattering. And for the record, when I say 20 I am the type of player that has a dozen alts on the go at most times so I need a LOT of the common shards. 20 is a good number for me. The average player levelling his first, perhaps second char will likely need a lot less than that in his stockpile.

At this point there is little need for Shatterings any more. You will only want the rare shards from items and getting those is more efficient with Runes of Removal and not Runes of Shattering. In fact I am not sure of the last time I even used a Rune of Shattering. Maybe the odd item here and there that had a couple of shard types on it I was running short of.

Footnote: There is of course a group of players (possibly some in this thread) that are going to be shattering almost everything and not realising they are wasting their time and resources. They are going to feel a shortage of Shatterings if they keep doing that. This thread should hopefully help them get over their shattering addiction. :smiley:

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That totally depends on how frequently you shatter gear. If you use less than you obtain (either from drops or vendors), then yes, you will build up a surplus. If you use more than you obtain then you will perennially be running out. This is not rocket science.

Nor is it rocket science to understand that your need for Shatterings will massively drop once you have a decent stockpile of shards.

Nor is it rocket science to realise that if a player is short of Shatterings, then either they are new to the game (and need to use a lot) or they are simply shattering far more than they need to or should. Neither of these is a worthwhile reason to introduce more of them into the game or make them easier to get. The former is a temporary state that will pass; and the latter is a player being dumb.

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Maybe it’s worth thinking more about the potential underlying issues that make some players try to shatter everything they find, while others don’t. Two examples:

  • Maybe new players get accustomed to shattering everything as part of their gameplay loop because initially everything is scarce.

  • Or maybe the issue is that it’s hard to estimate for some players what they will eventually need, given that there are so many different shards.

I’m not saying this is the case, just illustrating that the (perceived) need for so much shattering might stem from another issue that could then be addressed more directly.

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