Crafting: Please fix with an option to grind and tailor it.
The only way to get true end game gear is to buy it. I have made countless items that pull T1 to T6 rolls and this is using level 80-82 gear. The market is so out of whack that you are looking at 10 - 50 divine orbs to even get anything that is an upgrade for just 1 piece of gear.
That new piece of gear also screws up your resistances and you are left with no currency to purchase even same stat items you had to balance out the build. Items you paid 5 exalted for four weeks ago are now 1 divine. Please put in item drops which will let us tailor increases to gear or increase the base rolls on 80+ gear. Why does it seem like T-1 to T-5 rolls are rolling 95% of the time? I have yet to roll a T-12 anything. I have been running the same gear for the last 4 weeks because I can't keep up with the trade site prices and the slot machine mechanics for crafting. Just a rant as I know this is early access but no one in our guild feels we can progress with gear at the character level 90 mark. Also forget trying a new build like lightening to fire as that would mean a whole new set of gear which is impossible to get or buy. Game is 10/10 so far except for hitting the gear wall at end game. Dernière édition par Falcyndark#3214, le 3 févr. 2025 14:43:40 Dernier bump le 3 févr. 2025 20:13:18
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I agree that crafting could be better and maybe even easier if there were a way to build some kind of advanced crafting material process into it.
I do need to ask though, what do you mean by T12 attributes? If I'm not mistaken there are only a max of 8 tiers for each attribute, though some have fewer. Bartender, your finest ale please.
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I would also like to see some way to steadily grind towards something in this game. The current grind is an open-ended pure RNG grind where most people can never expect to get anywhere close to the "end" of the grind, simply due to the astronomically infinitesimal odds created by multiple layers of RNG on top of each other.
As it stands now, I generally consider I'm done with a character by the time I have 1 or 2 high rolls of the main stats I want on each item slot. The rest I don't feel is worth my time simply because of the RNG. But if there's a way to steadily improve on those stats in 3rd/4th place, it probably would keep me playing longer. |
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Yep poor crafting options has shafted the economy making decent end game gear ridiculously priced.
Bring back alterations, Bring back scouring make it a service that costs gold. Bring back crafting bench make it cost gold and currency but remove the whole prefix and suffix won't roll so it's a bit less deterministic. The above is a start. Also divines being the main currency is so stupid the one item you would want to use on a unique can't be used on 98% of the uniques because they are only worth a few exalts. Really really bad idea setting the drop rate of devine lower than exalts should of been the same drop rate. Even during the Q and A it was said we need a devine sink. no that is not what is needed that will only make devines more expensive and less useable on items set the drop rate to a small amount rare then exalts. |
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From the results of their first unique item overhaul, I doubt if uniques will ever make a noticeable difference to the supply of Divines.
There are probably so many other better ways to change Divines that would create a huge sink. For example, instead of Divines rerolling the values of affixes, let it just add a flat 10% to the rolled values of all the affixes. This automatically makes it so that any well-itemized item will eventually require several Divines to max out. Then the player will have to decide if the risk of Vaaling it (which would still work the same as now) potentially nullifying all the Divines you invested into the item is worth the potential benefit. Dernière édition par kumogakure#7381, le 3 févr. 2025 20:13:39
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