Suggestion: Allow Divine Orbs to Increase Recombinator Success Chance
I’d like to suggest an enhancement to the Recombinator device.
It would be great to allow players to add Divine Orbs during recombination to increase the chance of success for example, granting +X% more success chance per Divine Orb used. it would have a significant positive impact on SSF players This addition would provide players with more control over high stakes crafting and offer a meaningful use for Divine Orbs beyond their current function. Best regards ขุดครั้งสุดท้าย เมื่อ 29 เม.ย. 2025 22:04:04
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So you want to be able to BUY the mods you want with divine orbs?
Why don't we make a list of mods with price on each of them in divines, and you just drag and drop the ones you want? |
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no he said he wants to use divines to increase the chance of something, lmao
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" Nah, it just looks like that to the people who are clueless how this mechanic works. He wants to put two items, cherry-pick the mods, pay his divines, and get the item with the selected mods. This is not gambling, its buying stuff. |
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I don't think it's a terrible Idea to have an item to use to increase success rate but I think it would probably be better if it was an expedition exclusive item since they want to give people more reasons to do the content.
Maybe a rare or fairly common drop from the boss depending on the % it increased it by (maybe even different tiers of the item?), or maybe something you could buy with Dannig's artifacts, or they could maybe have an item that protects one of the two items your combining and let you select left or right so if you have a nice piece of gear on your just trying to get a good 4th mod or something on you have multiple chances. I do think they would def need to implement a cap on it though so you couldn't go too crazy and get like a 100% success rate or it'll just be too broken. แก้ไขล่าสุดโดย zanoah#4574 เมื่อ 15 เม.ย. 2025 04:22:11
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" I once tried recombining an item with 98% increased Physical Damage and 4.8% Crit extremely solid mods but still had only a around 1.5% chance to succeed. I understand and appreciate the RNG aspect, but my point is: the risk could be slightly mitigated. It would still be gambling, just with a bit more control for players. |
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" no...he said he wants to increase the chance of something |
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Good idea, but i have a few thoughts about it.
First of all, i think that recombinator chance enchancement is great, but it shouldnt use divines at all. I'd rather have a separate currency which only could be obtained by doing expedition (either inmap/logbocks or slaying the boss). I thought about rare currency that allows you to double the chance of success, but no more then 50%. (numbers are irrelivant) Secondly there's a good point in divine sink, rather lack of it. In PoE1 divines are valuable because of meta crafts. There's a use for them and thus there's a value in them. In PoE2 divines are used as a primary gold standard because... well because it's like that in PoE1. I see no reason divines beeing 90 ex each when its pretty much less usefull then 1 regal orb. Rolling uniques? What a joke. Even in the last patch, when there were a couple chance uniques worth divining there wasn't much sink at all. Not saying bring meta crafting (even tho its already exist in form of omens), just saying that divines should be worth something outside of trading.
สปอยล์
Played SSF a last patch, the only thing i though divies would be usefull is for ventor's rolling kekw
แก้ไขล่าสุดโดย Leent_j#1771 เมื่อ 15 เม.ย. 2025 05:40:15
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I think this is a great idea.
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Not opposed to the idea but it goes against poe's slot machine psychology they apply to loot.
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