Rune of Removal

Hmm that’s what happens when you don’t pay attention to the description and numbers, yeah? Haha you’re right. From now on I will be more accurate on my crafting :wink:

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In other words, it’s completely useless because it’s heavily weighted against what you’re trying to achieve (getting rid of the t1 trash mod and keep the t7 you want).

If I understand correctly how it works, if you have a t7 and a t1 affix on an item then 7 out of 8 times the t7 will be removed and 1 out of 8 times the t1 will be removed. This is the complete opposite compared to the other parts of crafting which are pretty deterministic with a relatively low chance of failure.

While you are not wrong, crafting awesome items is already very easy, why make it even easier?

But what about adding more types of runes, which would be more deterministic, what they will remove but would add more instability? Would this make sense?

First of all, it’s misleading. The text reads “Remove a random affix on an item. Adds 2 instability to the item.” It nowhere says that it’s heavily weighted against your goal. I’ve bricked quite a few good items because I wanted to make them even better and I was willing to take the risk of 33-50% to remove the t6+ affix. Little did I know that the chance to brick them was 70-87.5%. Had I known, I would have just settled with that one bad mod.

If you try to craft something on an item then most of the time you have at least 50-60% chance to succeed, but if you started with high tier mods and had a bit of luck with glyph of stability at the beginning then you have like 70% to successfully upgrade that last affix to t5 and finish your item. Compared to this that 87.5% chance to remove the t7 affix instead of that trash t1 is ridiculously high and goes against the core concept of the crafting system which - in my opinion - is getting a good base with 1-2 t4-5 affix you build on that. Rune of removal most likely instantly bricks the good base you’ve just found which completely defeats its purpose.

Finding a t7 affix you actually want on the correct item type can already be a real pain since t7 affixes can roll on the lowest item levels as well. I’ve shattered numerous items because even though it was the correct affix, it was on the worst item type possible. Knowing how rune of removal works, if I find the t7 affix I want on the correct item type then I would never ever try to remove whatever other crap affix it has because the risk is just too high.

If it was truly random but added 5 or more instability then it would be much better. A remove all prefixes/suffixes (but keep other affixes), add 5-10 instability rune would be also most welcomed.

LE doesn’t know what affixes you want to keep. It’s entirely possible that you could have 3 good t5 affixes & a “bad” t7 affix on a good base with a good implicit.

That’s a lack of understanding which is an entirely different kettle of fish & could be fixed by adding some text that says “more likely to remove higher tier affixes”. But it wouldn’t change the feelsbad when it removes the affix that you wanted to keep. It also assumes that people are going to read (& understand) the text.

It is truely random, it’s just rolling between something different than what you think it is, as I’ve said several times already.

If you have 3 good t5 affixes and a bad t7 then the way it works now and the way it should work according to the text would make almost no difference but most of the time you want to remove the unwanted t1-t2 mods from an item and keep the t7.

It’s not a lack of understanding on my part, it’s a lack of information provided on the game’s part. Having that additional text would have altered my decision in many cases and saved me a few items. It would change the feelsbad moment because I would anticipate it. If I have a t7 and 2 t1 mods then with the current text I anticipate I have only 33% chance to brick it but in reality, I have 77.7% chance to brick it. Knowing this does make a difference.

If people don’t read what stuff does it’s their problem.

No matter how many times you say it, it won’t be true. The current text says it removes a random affix. If you have two choices and pick one of them then 50% of the time you get #1 and 50% of the time you get #2. That’s true randomness.

Your pie analogy doesn’t really stand because you don’t choose one slice, you point at one slice then grab 7. Try that at a pie party, nobody will like you.

If I roll a 6-sided dice & if a particular number comes up I get a prize, is that random?

If I roll the same dice & if numbers 1-4 come up I get a prize, is that random?

There’s a cake and a piece of used toilet paper. The rule says to roll a 6-sided dice and you need to eat what you get. With the information provided you rightfully assume you have a 50% chance to eat a cake and a 50% chance to eat the used toilet paper. This is truly random.

What the rules fail to mention is that you get the cake only if you roll 1 and get the toilet paper otherwise. This is arbitrarily weighted random which you should at least mention when you say “oh, it’s totally random!”

Random does not mean equal. Your cake/toilet paper example is random but it’s not equal. If I got to choose which one I ate rather than rolling a dice for it, that would be equally weighted (I choose 1 of two options) but not random.

These arguments have been repeated many times by many people.

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Yeah idk why so many people say it’s not random, I’m only here to say I don’t like how it’s weighted personally. The WORST I think it should be is have the chance doubled for exalts. Like each exalt counts as 2 chances, any non exalt counts as one.

I just can’t see the reason to have an obvious quality of life style rune, one designed to make it to where possible bad combinations don’t hurt quite so bad, require finding dozens of those bad combinations before you ever succeed.

If I had to choose between a cake and a used toilet paper then it sure as hell would not be equally weighted in my mind :smiley:

Anyhow, I understand the definition of random but based on the current text of rune of removal the first thing that should come to one’s mind is that it’s 50%, 33% or 25% chance to remove a specific affix.

You could weigh a choice of 2 in a way that you get #1 in 1 in a Googol and #2 otherwise. Technically it would be random but in reality, you would most likely never get #2 in the life span of the universe.

Yes, that’s fair.

But you appear to have difficulty seeing the difference between random & equal.

Assuming the RNG is properly random, then yes, random but not equal.

There’s a disconnection between the mathematical definition and the layman’s term when it comes to the word “random”. For pretty much everybody who does not have a mathematical background random pick of x item means all item has an equal chance to be picked and they’ll sue you if you fail to mention that instead of 50% they only had 0.1% chance to win. And to be honest I think they would win regardless that you are technically right calling it random.

As I said having an additional text that says “high tier affixes have higher chance to be removed” would have taken away most of my frustration because I like to know how things work and base my decision on that knowledge. The crafting UI tells you the odds of the possible outcomes for crafting so it could also display a list of the odds of removing each affix so at least it would be totally clear what you sign up for when you press the forge button.

I agree a slight change in wording would not be a bad thing. Perhaps “Removes an affix of an item. It does so by randomly selecting one tier of all tiers of all affixes on an item. The related affix of the selected tier is the one removed.” ? Perhaps with an example or two.

LE has a focus on QoL (imho), I don’t think it would harm the game.

Also, as it is beta and some skill descriptions aren’t even complete yet either, I can image this too not yet being in line with how 11th exactly wants it. I’m not saying it isn’t - I just don’t know :slight_smile:

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The wording doesn’t need to be that detailed.

Also this is not exactly how the system works.
There are more nuances to it.

But I think the players don’t need to know every single detail about complex systems like that.
If the devs want to provide super detailed informations., that should be done via the game guide. (similar to providing formulas).

The tooltip should be short and easy to read.

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No, that’s exactly how it works.

The problem is consistency. Some formulas are right in front of your eyes like ward decay, others are not even in the game guide like how rune of removal exactly works. I understand it’s beta but that’s what beta is for: to provide feedback on things like this. Better here and now than on Reddit by an angry influencer on release day :smiley:

I just read through some old discord posts and confused Rune Of Shattering and Rune Of Removal.

The Rune Of Shattering works with more nuances than just on a tier basis.

So yeah, RoR seems to solely work on tier.

But it’s really tough, to have informatiosn about that kind of mechanics solely from some discord discussion months ago.

And my point still stand.
I don’t think the tooltip should get overloaded with too much detailed informations, just put it in the game guide.
Maybe with some reference in the Tooltip like:“If you wanna learn more about it, visit the game guide”

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Sounds good. Or perhaps in the description when one presses the alt key. I wanted to give a suggestion for a description, I’m sure there’s better ones (as in friendlier, or a bit less exact to give some wiggle-room, etc.).

The current explanation of the rune is the shortest one of the five. I don’t see why it couldn’t say “This is more likely to remove higher tier affixes” in the same way the rune of shaping says “This is more likely to result in a moderate roll.” The description would still be one word shorter overall.

I also like adding a reference to the game guide.

There’s plenty of room under “Press [F] to open the crafting panel.”

To add “Press [G] to learn more about crafting.”