Please for the love of god remove the damaging fracture feature. It is unnecessary and destroys all fun with the game, endgame in particular. For the third time now my infernal ward got destroyed and I have no money to reroll 2967906 times at the gambler to maybe get a new weapon that isn’t completely useless for my character. I can’t even progress now.
Just remove it, no other ARPG has it, and Last Epoch doesn’t need it.
I love damaging and destructive fracture. You have to think is it worth the risk? Do you have backup gear? When crafting gg gear there has to be a risk for the item to become garbage. If you are greedy you get punished if unlucky
I loathe it, I hate it. To me its gambling of the worst kind (virtually forced). Taking the rare affixes you’ve managed to find (and find without a loot filter) then being lucky enough to extract them from the gear you’ve found them on… Then risking not only the affix you’ve worked to find, but the item you’re applying it to… is not what I would consider fun and rewarding game play.
I’ve been playing Grim Dawn which has a very deep crafting system. Its multi-layered. You have to first find the recipe, then often there are items in the recipe that are actually crafted items in and of themselves.
At no point do you erase hours of effort with the roll of a dice.
I think there are better ways to approach risk reward than damaging fractures. For players who have put in an insane amount of time into the game and have a bunch of potential backup items to manage the off-sets of “greed,” the system does not seem like much of an issue. However, for more casual players [who are going to be the majority of the playerbase btw], it feels like shit when you invest time into the game, finally find a good base to craft on, try to push it to a really nice item, and then it’s just gone. A regular fracture alone is enough. It already stops you from pushing an item, that’s the punishment, but it doesn’t take your T18 or T19 item and just blow it up, and leave you shit out of luck for as long as it takes to find another good base with desirable affixes.
I’m curious how you came to that conclusion. It’s a niche game that hasn’t received a massive amount of advertising that’s still in early access that you have to pay for (unlike PoE). The paywall alone probably puts off a fair few people from trying it, compared to PoE at a similar stage of development (the PoE closed beta supporter packs started at $10 whichi is a lot easier to take a punt on a game you might not like, the open beta packs started at $30). Are you saying LE isn’t designed for the “top 1%” because it has a small player base? Have I misunderstood?
For me the damaging fracture should stay in the game.
It is what’s limiting the players between keeping an item as it is and those who want absolutely to min/max their gear. There should be at least a risk/rewardo mechanic bewteen those who wants to wear godlike gear and those who don’t.
If you don’t ahve a damaging fracture then when the fracture risk is gonna be very high you are not gonna think a single second what to do you are gonna the forge button 100% time. And if it fails then who cares ? You will keep wearing it and wait to drop anoher item and try again until it works.
*This makes you “care” less about your own gear which is a major component of those type of game.
Now with damaging fracture you have to weight carefully your decision because if you don’t have a back up gear you’re done. And it makes thing a bit more interesting because there is something at stake.
That’s the theory. But it does not work like this. People click the forge button no matter what % of success or fracture is shown. Gambling has nothing to do with logic. If it would work like you mentioned, running a casino would not be very profitable.
Who do you think will be satisfied with keeping his underpowered or normal gear instead if trying to improve it? And with fracturing an item there already is a mechanic that prevents people to craft godlike gear with no effort. No need to destroy the item.
What’s the alternative? With the current itemisation there’s already so much rng involved. Most of the time you don’t find items with 4 affixes that fit your build. You usually find items with 2-3 good affixes and craft on it.
Losing an item to a damaging fracture can be a huge thing when you don’t have an alternate item ready for use.
A fracture is totally ok. You can still use the item, just not progress further with it. But damaging the item an make it useless is frustrating.
No one hesitates to click the forge button even with a chance to lose the item. People click it and get frustrated everytime it cracks.
For 24/7 players I can see that it will add some spice and challenge to not reach everything to easy. For normal people this will be the cause for many raint posts on this forum.
People shouldn’t be gambling with crafting on their gear like that. You should assume you will get the worst roll.
Players should get into the habit of alternate crafting onto gear. Have 2 chest pieces that are similar. Craft one up once. If it is successful and is better than the other, put it on. Then craft the other one up until it is 1 better than your current. Once you do that, put it on. Then go back to the first armor and craft it up until it is 1 better than your current. Keep going like that. Eventually, one will break, but you don’t really have a loss because you are wearing the better of the two anyway. When you get to that point, you are just looking for an upgrade to what you are wearing, then go right back into alternating crafting.
The main problem is not the damaging fracture. It’s the irrelevance of 90% loot in the current state.
The moment the loot starts be relevant endgame (removing low level base item being one the main thing to do), then you won’t be bothered by damaging fracture because the probability of finding the right base item/affixes will be mechanically higher and you won’t have to stay sometimes tens of levels with the same item because you can’t even find the right base to replace it.
People are frustrated by this mechanism because most of the time you have only one or two shots of the good item base and combination of affixes to craft the right item. Increase that and it will be less of an inconveniance.
There are a few thread I think where this particular point has been pointed out.
Ni idea though if that has been seen or taken into accound by the devs and if something will be done about that.
In my opinion you should not be able to find a item base 5 to 10 levels lower than your current level. They are very particular situations where the lowest base are the only interesting one but those should be only accessible via gambling.
Still I don’t see the point in adding a damaging fracture on top of a fracture. Stopping the progress is one thing. Resetting progress I already made is another.
I don’t start dangerous crafts untill I’ve a backup weapon easy as that. You gambeled with the outcome of your craft and you suffered. Crafting in this game can be frustrating if you are unexperienced or want stuff to fast.
The point of fractured is to ensure there are no 100% guarantee progress like other games. You can farm all you want, after all, it’ will come down to luck. You can have 0 useful craft out of 1000 craft, that’ “normal”.
In other games, the longer ypu play, the more “currency”, whatever type that is, you will gather and eventually get urself the upgrade u deserved.
For me it’s a pity attempt to make the game last longer. Well, at least for now I can use the save back up to guarantee myself a good craft 100%. I can also dupe whatever I want. But still, that’s an exploit, not the real way the game is designed.
My opinion is to remove damaging fractures during the normal crafting process. Instead, give us an option (a small chance) to repair a normal fracture that if fails leads to a damaging fracture. Random numbers, but say 10% chance to repair a fracture (revert instability back to what it was before the fracture), 40% to stay as is (can try again) and 50% chance it gets permanent damage which trashes it. It adds more depth to the crafting system while taking out the frustrating aspect of it. I just think the regular fracture is enough as is to punish a failed gamble. Give us a chance to salvage it with a heavier punishment if the salvage attempt fails.