When it comes to crafting, what ever the reason, it more often than not feels really bad when an item “breaks” or runs out of Forging Potential. I do realise that it could be a way to balance different things in the game. For example make you consider when and what to craft and spend your resources on. It can also help balancing the value of an item etc, but that is something that mostly benifit/effect players who use The Merchants Guild and not Circle of Fortune players.
Crafting is however something every player, no matter what faction they choose, engage with one way or another. Thus, Forging Potential effects everyone during thair gameplay.
But what if you could somewhat salvage the situation when that promising item “breaks” that you really wanted to use or sell? What if you could “regain” some Forging Potential to try and save, or even improve that item further?
Introducing to you: “Glyph of Renewal” (or what ever name fits)! With this you can sacrifice any of the affixes on the item (NOT sealed affixes) for some Forging Potential. The affix will be consumed, much like the Rune of Removal or Rune of Shattering, but instead of the player gaining shards the item gains Forging Potential. Now you can continue with your crafting!
Ways to balance this (so that it does not get overpowered or nullifies other aspects of the game) could be for example:
Adjusting the rarity of the Glyph (how to obtain it, droprate, reward etc).
Adjusting how much Forging Potential is gained.
Example: Gain x-y amount of Forging Potential per tier of the affix you sacrifice.
Thoughts on this? Would this break the game/crafting system or improve it? Or is this completely unnecessary to add in the game and Forging Potential should be left as is?
While i like your idea of being able to getting some forging potential back i dont think this game needs it. The amount of good items that drop are so high in my opinion.
This does not have anything to do with crafting so i react to that:
There are glyphs of hope which give you a chance of not using forging potential. This is what i always use to create good items really consistently.
-There is a Rune which adds tier 1 stats for free without taking any forging potential.
So with those two things i really think the crafting system is slightly to good instead. So i have to disagree with your point.
Maybe the reason is that i know very good which things to use and when to use it while crafting i don’t know. Its also smart sometimes to first add some extra tier 1’s with low Forging potential before pushing a stat fully to tier 5. You can see that the chance of using more forging potential the higher a tier gets. This can help making better items aswell. I hope this helps.
Thank your for your input! I haven’t though of it that way and I can see your point. I have not engaged with the crafting system in a deeper, or as some might call, “meta” way. So my understanding of it is more casual according to myself.
So from my standpoint a way to regain Forging Potential would be very nice, BUT that could be because I do not have the knowledge yet what to use when and how during crafting as you mentioned.
Do you think there is some other way to implement this for a more casual audience/players, or would that make the crafting system way to simple/easy to work with?
Heh, good point! Jokes aside, have watched/read some crafting tutorials and have a basic understanding of the system. I would assume it is my lack of knowledge on a deeper level that effects my view regarding Forging Potential. I am not completely familiar with how every glyph and rune works and how properly to use them. That has led to some bad situations where RNG really crushed me.
However as mentioned above, it could be that I need to get more used to the system so that I learn how to “work around” the RNG and not waste my resources. But as a VERY casual player, it sure still would be nice to be able to correct mistakes you made during crafting!
Maybe that’s a better idea? Not to regain/gain Forging Potential, but to be able to somehow “reset” an item. Or would that compromise the game in some way I cannot see? XD
EDIT: I just realised that you have a way to duplicate items. So that is a kind of “failsafe” to use BEFORE you start crafting I guess. But still! My point stands that some kind of way to “reset” an item would be an alternative and very nice to have!
The Rune of Creation sets the FP on both items to 0, it’s intended use case is for legendary crafting, to be able to have a second attempt with a very good exalted item.
Yes, just like it feels bad to run out of currency in PoE without getting a decent crafted item. Every game where you can craft as some concept of limited resources, in LE it’s forging potential, in PoE it’s currency.
Crafting in LE is not intended to be the same as in PoE where you can keep on going with a base until you get the desired affixes, hence I’d disagree with the “regain FP” effect. The devs take this view as well, they don’t want us to be able to deterministicly regain FP so we can continue to craft on the same item.
Wow, and there it is! I clearly need to experiment with the crafting system more to get a better understanding of it. Now I feel kind of stupid! XD
But hey! I get some good feedback on my ideas/thoughts, learned some new stuff and changed my perspective on the crafting system in the process. I’m going to call that a win! =D
Yeah, the basic difference between LE and PoE crafting is the drops.
In PoE you’re supposed to get a good item and craft on it for an extended period of time, often resetting the item until you get what you want. You end up playing just to get the resources for crafting on it.
In LE you have lots of drops, so you have smaller crafting sessions. A good item drops, you craft on it for a couple of minutes and you either suceed or you fail and throw it away. Then you keep paying the game until the next good drop and do the same thing.
Both systems have positives and negatives and some will like one more than the other.