Rune of Removal

I just want the thing that gets removed to be of the same “scale” as items counted in the roll. Meaning, if we are removing a tier, then count all the tiers and roll on that. If we are removing an affix, then count all the affixes and roll on that. It makes no sense rolling on a scale different than that being effected.

To me, it wouldn’t be much different if you were crafting an item and you got a fracture, but instead of the current craft fracturing, one of your other equipped items fractured because it had more instability.

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all they have to be is transparent IMHO, just change working from random > weighted and reduce added instability to reflect and acknowledge the NON random selection. I’ve got hundreds of hours in and have only made 2 4x t5 items, both of those STARTED with 2x t5’s, not like you can take a normal item and do that (the odds are ridiculously LOW).

RoR ain’t BAD, it just isn’t OP, and maybe that’s where they SHOULD stay

agreed.

we me and Llama literally tried to explain this in liek 10 posts…

It’s still random, just not “equal chances”, but still random.

Most of us acknowledge it’s rng. However it’s very very unfavorable rng. It’s an item that is very likely to affect endgame gear since all affixes are likely to be filled, while at the same time being something that would probably be exclusive for currency farmers of the future.

This in turn would create a situation where currency farmers would be a deciding factor of most of the high grade items in the market would be. Obviously they would choose high popularity affixes to maximize market potential, and this would make it exceedingly less likely to find an uncommon affix combo you need for a custom build style. First because even if a drop happened with the right base. Chances are someone would nab it and convert it to a popular item.

I believe this will harm future trading. If it’s hard to customize gear, specifically customized gear for popular builds will be the priority for most trades. Now if buying and customizing items is more straightforward, you eliminate that “job” in the market. No one will bother doing it if it’s not profitable, so instead people will just focus on grinding out good base items, and the players will have to specialize them in however they think is best.

I’m not saying it’s worthless, but it is worthless for anyone who can’t spend all day rolling the odds. No one who came from PoE wants to see that kind of trading environment again. IMO loot drop is what should decide the market, not how many bots are sitting there not even playing the game doing the new version of chaos slamming.

Over all the bull… academyc what is random good or bad discussion pls allow me to repeat.

According to yesterdays stream it will most likley get changed to “one of x affixes” and will not care for tiers anymore.

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That’s fine, my only problem is with people that think that the current implementation is “non-random” because they weren’t expecting it to make a random choice from the tiers rather than the affixes.

I think that this game has so many different ways to get good gear so i dont really mind how rng it is. Thanks for @Heavy and @Llama8 for giving more info about ”mechanics” behind it.

Yeah it can be frustrating when something is not going accordingly to plan. But it feels so awesome when you get exactly what you wanted.

What comes about ”Equality” well i dont get the point why T7 should be equally treated with T1 ? They are not equally at the same level.

If i imagine like in fantasy theme wise that we have enchanted gear which has different magical powers What is the odds when you use rune (which is magical) to remove that bigger magical power from item than that way less smaller magical power?

I must confess i’ve very recently discovered that, a lot of players ignores it right now, and most of them have the same exact reaction in answer ? “What ??”

I’m not in love at all with this system, it explains a lot of the disasters i’ve encountered with T7 items. While i think high end items should never be trivialized, just like any high end in-game content, this is too much of “close your eyes and SLAM IT” syndrom as an high level crafting system for a game that isn’t designed for hardcore players. I never naturally closed my eyes while crafting on POE, here i’ve found myself doing so every day, multiple times, at any step of the grind. (talking about T6+, i don’t care at all about T1-T5 stuff)

Including fractures at 98% odds, annulments ruining the item most of times, etc…

I don’t know what’s best for the game, but i know i can’t support this in particular, friend told me he felt like baited by early baby-crafting from T1 to 5, which seems deterministic at first with a touch of RNG when it comes to go for full T4/5 stuff, but late game crafting feels like a total crapfest of ultra RNG stuff.

To me, it makes the whole crafting exactly the same than POE, they’ve simply replaced the basic alt/aug or regal stuff with “kill a million monsters per day to eventually find one day the base with good implicits and good rolls you’ll be able to try your luck with in desperate ways to rework it.”

But at the same time, i know they’ll rework the crafting at some point, this probably simply is a poor placeholder, future will tell what serious crafting will be. I hope this doesn’t stay in game, that’s for sure, quite disgusting on the long run.

Not getting involved in the whole discussion here… but taking a different tack…

How about the Rune of Removal just allows you to select the affix to remove but adds 20 instability for the privilege.

  • this would solve the potential of making OP gear too easily, added instability penalty would make it VERY hard to replace the affix to a high tier especially if it was a high tier item to begin with - so there would be little point in using it on high tier gear.

  • removes the added RNG layer and gives the player the choice thereby making it seem “fairer”

  • Simplifies everything - coding required, crafting process etc.

For me it’s not an issue of being fair. It’s just a path that leads to PoE style trading. Where the only way to buy high end gear is to play a “main class”. If your build isnt meta? Well you’re fucked unless you play a meta build for the first half the season to farm enough resources to actually adjust a base item successfully.

Extremely low success chance modification just limits innovation. The modifications are controlled based on the tiers themselves. The only way to get truly high end gear will eventually be drop exclusive. So limiting customization on an already properly balanced out system isn’t good for the trade economy imho.

So my objections over it wasn’t about the “unfair” part. If it’s just unfair I just don’t use it. Quite simple. The only issue is it would encourage assembly line style “crafting” with whole guilds devoted to churning out very specific affixes flooding the market with only a few different kinds of equipment. It doesn’t suit games that encourage alternate playstyles imo.

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Something has to change, this is no way no how gonna work for release

You had a 37.5% chance of removing the affix you wanted. I know it sucks, but.

not really, I have ZERO chance of keeping it, that’s the issue, it’s NOT RNG, it’s biased to kill higher mods, which is horribad

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Only when the higher tier mod is the one you want to keep. How many times have you found an item with a bad high tier mod that you want to get rid of on an otherwise decent item?

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Oh no, i think we are going in circles…

I really don’t know if it sometimes is just exaggeration or some people don’t understand how “random” works.

I already sated it above and will quote myself again:

In this context, weighted would be the better term.

I can understand the frustration, but just throwing around specific statements which are objectively not true doesn’t help with the discussion.

Don’t get me wrong, I can 100% understand the frustration, but in the current implementation of the Rune Of Removal, an equal chance of removing any affix would lead to too easily obtainable high tier items.

And there are also scenarios, where the weighted system also works in your favor.

Just to say it again: I do understand you frustration, but there is still a chance to remove the desired affix on any item.

If you don’t like it, that’s fine.
If you want it to be changed, how exactly would you want to see it?

Let’s try to bring this discussion forward and not circle on the same factual wrong statements

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I like the current implementation so I can have moments like these, the payoff feels so good when it hits. Although I can understand the frustrations when it doesn’t work, but I do think it’s very easy to craft a GG item in LE now (and even easier to get a 5/5/5/5).

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Haha, i didn’t wanna do it, but i also have some clips to share :smiling_imp:

With LE’s Loot and Crafting System it is already sooo incredibly easy to get really really good items. But with such a deterministic crafting system, there needs to be some rng involved, otherwise good items would become meaningless.

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Some rng I think is fair to usually have a 66-75% chance of failure

Even if you remove the mod you still gotta craft it up to where you want and it could brick on the way. Adding an extra layer of RNG just seems pointless. The 25-33% on average success chance seems more than ok as a starting point to crafting an item. Like sure that 10% felt good. but how about the other 90% that bricks it right out the gate, and the number that somehow got the godluck rng and then got the trashluck rng and brick it as soon as it hits t3.

No one said rng is bad, but it’s just strange to add a weighted system when the odds are already stacked against you in just the default one.

Not to mention this was already an easy to reproduce item. How about the 16-19 to 1-2 chance you’ll brick your exalts trying to get rid of a bad affix taking space . It’s a strange system that I just don’t see the point of. The crafting system already supplies a little rng, and crafting hardcaps at t5. Not really much need to make the process annoying straight at the starting line.

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Seems like we just have to disagree.

I am totally fine with all the rng layers currently in.

The only thing i already critizied would be the describtion of the Rune Of Removal, to state that it’s actually weighted.

It’s all about expectations.

Eiter don’t craft items you use, unless you have a backup.
Or just don’t expect an item that you find, which is a good crafting base to automatically become an upgrade until you actually crafted on it.

I probably bricked thousands of items sicne i play LE.

But with some of the nuances and knowing the system better, i get used to it and still after thousands of horus playing LE find the crafting system very rewarding.

The pure fact, that the outcome of an item after a success is always 100% what you want is crazy, compared to any other similar game.

That’s the thing. The game is fine, but I’m at the point that I wouldn’t even notice if you rune of removaled rune of removal. It’s by and large useless. You’ll have 100 of them before you ever have items you might even consider using it on.

Should consider using it on.

Also it’s definitely not 100% guaranteed. I’ve fractured items just adding a t1 then t2 suffix.

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