It seems kind of counterintuitive that a rune that removes affixes adds instability. It can be difficult enough to get the desired rune removed but to then throw additional instability into it feels weird. Wouldn’t it make more sense for it to subtract instability corresponding to the level of the affix removed, or at the very least have no effect on instability?
It’d add more value to using rune of removals, possibly making decent gear from dropped equipment more likely.
IMO no, the rune of removal is intended to be used on a 3-4 affix item that has 2-3useful affixes & 1 (or two) “bad” ones, so you use the rune to hopefully remove the bad one & you pay the added instability cost.
Hopefully they’ll figure out a better system than XCOM crafting at some point. It’s neat at first, but the novelty wears thin pretty quick when low failure chances crack an item you really wanted to craft on pretty early into affixing it. It’s like, “Oh, guess this would-be potential upgrade is literal trash now.” /eyeroll
There are plenty of alternatives, from PoE’s RNG-on-what-you-get-from-crafting to a system that increases the cost for higher tiers but without the RNG or fracturing (so you’re then investing time/resources to get the crafting mats).
The question is, what would you be willing to give up in order to not have RNG-on-crafting-success?
It only feels like “xcom” crafting because you’re way more likely to remember the big emotional hits from that crack sound rather than the non-existent emotional hits to succeeding on a 95% chance to succeed.
It’s partially that, but PoE has made me pretty resentful of excessive RNG in general. It’s also weighted heavily toward failure, so I have like 3 or 4 pieces I’ve made that are reasonably decent, but have cracked a couple dozen in the attempts. It’s just so groan-worthy.
I think the system might be alright if you had ways to make it a bit more deterministic–say spending extra runes to increase the chance of your next tier. I doubt we can completely avoid the RNG, but mitigating it through investment would be an improvement.
I do think that if one of EHG’s goals is to poach the PoE player base, keeping RNG from being too pervasive in the game is probably a good idea. It’s going to exist in the game on several levels, but it need not exist everywhere. That’s actually one of the things I hate most about crafting in PoE. Grim Dawn had a little of each between RNG and deterministic (especially uniques), which is interesting, but trying to RNG good affixes on a craftable base in that game can be just as frustrating for similar reasons.
As you say, there are plenty of alternatives. I stopped playing XCOM about 70% through it because I got tired of XCOM RNG. That genre seems impossible to balance, btw. I’d really prefer LE get away from that if it can.
It’s not a zero sum game, people can play both (& more!) and enjoy them as different games with different mechanics & aims!
At one point I heard that they intended to either have similar length seasons but offset (to allow people to play both). however more recently they’ve said that they might have 4-5 month seasons.
I agree. I fully intend to be one of those people who does play both. But also, I think that what I was suggesting would fall under that “different mechanics and aims” category pretty squarely. As someone who has played PoE for a long time, it would be quite welcome to take a break from that, jump into LE, and not have similar types of frustrations with the crafting.