The Eternity Cache in the dungeon is a pretty sweet mechanic, as well as the implementation of forging a legendary item. Currently on the forums, I’ve not seen this suggestion. I like this game, having a dungeon with more than just a loot box at the end, feels like it should be what this game is. So the Legendary Item Recycling Idea I’m presenting in this post - could be found in an End of Time Dungeon (because of how powerful the craft(s) is/are) - Maybe the devs have something else in mind for End of Time Dungeons - or Rifts - .
So the most obvious crafting idea - Make unique’s that have Legendary Potential - become salvageable into Legendary Potential Essence’s. Now this seems great - salvage unique’s, gather 500-1500 essence’s - add +1 Legendary Potential to any unique. This becomes too deterministic and honestly just a grind with no RNG element to the craft - I’m new to the game, but I’m sure there’s a way to to make a campaign speed farm magic find build to trivialize the amount of legendary potential you could farm in an hour - a turn off when it’s just a chore.
I took a drive today - thinking about how awesome the dungeon crafting mechanic is. I asked myself:
What will the next dungeon we see have as a reward mechanic?
This got me thinking, ALL dungeons should have a cool feature at the end of them.
(((This is a sort of somewhat small side track to the title and just a random dungeon bonus idea)))
-Temporary Buff - “Eternal Blessings” — Double all active blessings —or— Increase (“Insert Monolith Echo Reward”) Spawn Chance — — — Many options to work with. After completing the dungeon A Panel or Device Could have 3 Tiers of Selections - each with a number of options.
Tier 1 Options - Dungeon -or- Arena -or- Monolith — Select 1 of them…
Tier 2 Options - (offer types of options - to help narrow - but not guarantee the “Eternal Blessing”)
Tier 3 Options - Select your Bonus - Spend an extra dungeon key (of your choice) to increase or decrease bonus by 25%. (50/50 chance) A way to burn excess keys of certain dungeons-or possibly arena keys.
These “Eternal Blessings” would last for an hour - but on death - they lose 25% (additive) effectiveness. Therefore - If you upgraded your blessing by spending a key, you’d have 125% effectiveness or in other words 1 hour or 5 deaths uptime, whichever happens first. Similarly, 100% and 75% blessings would be affected the same way on death.
The trick to these - is to not increase player power ( a pseudo increase though - Like find more shrines) ; - but otherwise the item hunt. Like - - Eternals dropped have max forging potential - - or - - Chance to find unique’s your wearing, increased by -‘more’-.
Arena type blessings would need to be adjusted - maybe no time limit - but rather a reward to the loot box - or an active ability to literally god gamer move a wave by skipping it or doing what Julra did to me the first time I fought her - annihilated everything with a sic AoE pulse. Bosses Immune to this of course. Yeah right, no player power - but ARENA is competitive - and having powerful mods that you get from a dungeon could add to the round circle of gameplay, without being too convoluted.
The difference of Arena Blessings?(if chosen) Arena sub class blessings - when gambled - gamble for the number of uses (base of 5 - - gamble to 10) - lasts forever - in any zone - but 1 charge is consumed on arena key usage - or deaths outside of the arena =). So yes you can roll a 7 mod arena blessing do 3 of them, farm for better gloves in Mono’s for a while, deathless, then go back and do 4 arenas with this blessing.
Yeah so you have to farm a dungeon to get an arena blessing. But anyone pushing arena waves, can do a dungeon on that character. Or make them tradeable, but lore won’t allow it.
(((Back to how we can improve the Legendary Systems Longevity)))
"The Legendary Salvaging Bench"- This Bench is an end of dungeon Legendary recycling system. A true endgame system that enhances the current one, without being too deterministic in the infancy stages of you’re playtime.
(((A sidetrack related to Lore for this idea - "The dungeon boss is a twinned boss. Life and Death theme - similar to the binary theme of the crafting at the end of this new dungeon - Death of legendary items and the “Birth” of new ones.)))
How it works? Take 2 unwanted legendary item’s and destroy them.
What Legendary’s do I destroy? Specifically - ANY 2 - with the same number of legendary affixes (–OR-- 2 of the same actual Legendary (duplicates) with ANY amount of affixes.
Why those exact parameters? Because I thought about it it long and hard.
What do you get? A chance to receive an LP Orb. This Legendary Potential Orb can then be used in the bench to add +1 Legendary Potential to any unique item containing at least 1 LP already. Can not be used on items containing 4LP.
The catch? An item can only be enhanced this way 1 time. An item enhanced by this orb, yes, if upgraded to a legendary, it can be destroyed again using the previous process.
The chance of receiving this crafting orb is very low ; the chance is determined by the number of legendary affixes salvaged. If salvaging any 2 random items, the weighting is lower, even though they have the same LP. When salvaging 2 items of the same unique base, the weighting is higher. No extra bonus is applied if these duplicate items have the same LP.
Salvaging 2 of +4 LP items this way - guaranties some huge insane epic ridiculous bonus!
!!!I DIDN’T GET AN ORB!!! - not to worry, you’ll receive tons of crafting materials for the salvage - with a bonus chance to fetch class specific Affix Shards (Yes!-Based on your class - not the items). So we are Bricking Red items, to get orbs to upgrade our Orange items, if our red items are low level we might not even get 1 orb, but at least we get tons of crafting items, or other good items. Yes - this will make a lot more impossible items in the game possible - but but but - good luck finding that 3LP Item you’re farming from Orybss, or whomever-with decent rolls.(Possibly build bricking if the rolls on one stat aren’t good enough).
What’s more awesome than having an almost awesome item? Making another one, then destroying it!
That’s the gist of the idea. Having unlimited uses of adding +LP to a unique would be - no fun.
An additional crafting idea tied into this previous one?
Only Existing Legendary Items can be modified this following way.
“Fractured Reality”
Yeah - why don’t we add a way to the game to enhance legendary’s with fractured affixes - Now here’s where it gets tricky- you need ANY 2 exalted items with the same mod fractured
It they are both tier 6 mods then extract tier 6, tier 7 = 7, the hybrid 6 and 7, creates a new 6.5 tier (only specifically for this extraction). This extraction is SAVED in the crafting bench and not tradeable. Multiple extractions can be saved in the same characters crafting bench.
Use the extraction by slapping it onto you’re item (as if finding two fractured mods wasn’t hard enough- add a 10 LP Orb(mentioned earlier) cost to this- the tier is already set - but does reroll the mod, on application, to the item within the tier or within the pseudo tier.
Ok sounds good right? (It does - in my head) We can Make a 3LP Legendary into a 4LP.
But what do I do with my awesome 4LP Juicy Red Item? Make it better by rerolling any mod into a higher tier.
So what happens if my awesome Legendary already has the mod that I want to fracture, on it already?
But theLegendary 1H Sword that I’m USING only has Tier 5 Melee Critical Strike Chance on it?
You know the Tier 7 - Melee Critical Strike Chance that’s extracted and stored in my bench-will come in handy for this dilemma.
Upgrade that Tier 5 mod Into a Tier 7.
Well it rerolls that mod - To the new extracted tier, within that tier- roll weighting could be slightly improved by extracting fractures off of exalted items that still have forging potential on them (like a small chance if a threshold of 10 is reached - but cannot be increased further) - or the extraction bonus is totally random, and displayed in the bench
“Tier 6.5 Melee Critical Strike Chance extracted! {+17 Luck Chance}” it’s just a roll weighting.
This Fracturing Reality gimmick will work on my Red 3 LP staff? Yes.
This staff was a 2 LP Orange , but I used a Legendary Potential Orb to make it a 3 LP Orange. When I forged it in the Eternity Cache, It hit BOTH T6 mods I wanted but the third really good mod type it hit unfortunately, was only Tier 3. Will it still work after using the LP Orb to upgrade it? Yes, you can add a new mod and make a 4LP!
But I don’t want to add another mod to it, will it still work? Yes. Just reroll the existing Tier 3 mod, or one of the two Tier 6 mods. MAKE SURE that the Fractured exalted items have exactly the mod you want to modify or add to you’re staff.
I think having a way to make LP4 items without it taking forever - but still not easy - Is cool.
The other awesome thing about “Fracturing Reality” - on a Legendary - is that yes we can get exactly what we want, it won’t be perfect, only the lucky few will have those items, but very very good.
Somebody out there is gonna create that item with 4 tier 7 mods on a really, really good base - will it be you with this system? Maybe maybe not. This type of chase makes target farming even more exciting - YAY it finally dropped - OMG - LP3 - bam - upgraded to LP4.
Been playing for long time - still no upgrade to my amazing item I lucked out on a while ago. Time to upgrade it - Gonna fracture my 4LP - I’ll reroll cold resist, it is only Tier 5 - bam - fracture the mod. LP4 Items cannot GAIN an additional mod. They can only have ONE mod rerolled on them, regardless of how the 4LP Red item was aquired.
Legendary’s Fractured in this or any way - Cannot be Dropped/Sold/Deleted/Removed from game/ they are permanent stash hogs.
Does an idea like this have viability? We need something to do and a point to do it. Pseudo deterministic crafting - not toooo punishing , But still If current drop rates for LP 3 and 4 high I’lvl stay as they are now, These ideas seems balanced!
Thank you, and good luck!