Range of Forging Potential to depreciate is too high

Probably going to get a lot of flak for this, but IMO the crafting system, while great and intuitive especially early game, it gets very frustrating far late game in large part due to the heavy FP costs to crafting. Like, you finally find a good T7 affix drop with okay affixes to work around and/or tinker with, building toward something decent (for slamming) or twisting luck with Glyph of Chaos or Removal, but then “-23 FP lost from a mere T4 > T5”, and then all a sudden, no more FP — item is bricked.

That is punishing is heck and very deflating.

I think the whole recent “LP2 argument” could go a long way simply by making the crafting just a tad less RNG-taxing.


Here are just some suggestions.

Current:
1-18 FP cost to put an new affix.
Suggestion:
IMO, this baseline range is too high considering you start at T1 and want to build added affixes to max T5. Counterintuitive in what crafting is trying to do. Range should be a lot lower, like 1-10 FP.

Current:
1-10 from T1 > T2
1-12 from T2 > T3
1-18 from T3 > T4
1-24 from T4 > T5
Suggestion:
T1 > T2, T2 > T3 are fine ranges, imo, but then the range jarringly increases by 6 from then on. Again, alot. T3 > T4 = 1-16… T4 > T5 = 1-20. IMO are better. I don’t think ANY craft should have a higher range than 1-20.

Current:
1-25 for Rune of Removal and Reshaping
Suggestion:
Same goes for these; these too lowered to at least 1-20 FP cost ranges. Its already RNG which affix Removal removes and what the Implicit ranges you will get with reshaping

Current:
1-20 for Rune of Havoc and Redemption
Suggestion:
These are very powerful Runes and, for what they do, 1-20 is fine.

Current:
1-15 for Rune of Refinement
Suggestion:
This is fine too, imo. Probably could go 1-10 range, but I won’t complain if this stays untouched.

2 Likes

While this can be frustrating it is very far from the norm.

With the ranges you presented you can get a very skewed picture of how likely it is to consume certain amounts of FP.
But in reality the average is way lower than these numbers let people to believe. FP consumption is always rolled twice and it takes the lower result. Plus here are still critical crafts and glyph of hope (for all crafts that can have one applied).

If a craft is way more successful than you initially expected, that is very exciting, because of all these expected values, thus the contrast between good and bad crafts is very high. I really like that.

The only thing I agree with would be the Rune of Removal, I think this could be lowered slightly or anotehr idea: Have it consuem different amounts of FP based on the nubmer of affixes present on the item. e.g. 1-18 for 4 affixes, 1-21 for 3 affixes and 1-25 for 2 affixes. Because Rune fo Removal already has inherent rng and can brick in item it is much more likely to fail regardless of FP consumption.

1 Like

I find the crafting off-putting at the endgame and it’s killed my interest to play, again. Too much RNG feel like my time is better spent elsewhere. I often get hit for 20+FP rolls. 100% agree with OP, great in beginning, at the end not so much.