your crafting system....
RNG gambling on loot affixes is basically the entire premise of the itemization system.
To get something "good enough" to do all of the content - not difficult. To get something "pretty good" that will handedly do all the content - takes a little bit of grinding. To get something "really good" that you can even show off to your friends takes A LOT of grinding. To get something "so good it feels like it breaks the game" you need to grind your face off, and be lucky, because you probably won't see this kind of gear no matter what. The more you grind, the more rolls of the dice you get, the greater the volume of good outcomes you will see. In a trade league you can smooth out the variances here just by grinding and aggregating the currencies you make from selling "really good" and "pretty good" items so that you can buy the GG gear, or the mats for crafting those once-in-a-league items. It seems like you're not really understanding the system and you expect it to work differently. You're going to get bad outcomes *most* of the time. That's just how it works. It's called intermittent positive reinforcement. The same mechanism that makes gambling so enjoyable for people. It also makes the good outcomes valuable. If good outcomes were common, then they'd be expected, and the norm, instead of valuable. |
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crafting is in extremely bad shape. (yet it exists)
On low end you cant craft anything; On high-end you can craft perfect items with high probability (or even 100% guarantee). No midground at all. SSF sux. Trade is inflated. And if game is balanced around trade and craft remain the same - we'll get content buffed, while ssf become more unplayable than cureently is |
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Theres a crafting system? lol
random is random Theamazonbasin
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" This is a pretty bad take, there is plenty of midground and the crafting available for ssf'ers this league has been a godsend. |
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Crafting is always going to seem expensive if you compare trying to craft vs what you can just buy on trade. That's just the nature of a free economy.
If crafting becomes easier/cheaper, the items available on trade also become cheaper. So you'll still have the same issue. This has actually happened. Crafting became a lot easier in 0.3 where you can buy items that used to sell for a mirror in 0.2 for a few divines now. If you play SSF then you have to grind. Trade league is just a shortcut. |
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" Relax trade league Andy. You are literally buying a win and talking smack. If you were good at the game currency wouldn't mean anything to you. Like it means nothing to me . Cause i don't play Trade league. So all these opinions from Trade league mean nothing. You have no idea what rarity is. You have no idea what can and can't be realistically crafted. You are standing in the butcher shop , mounting a steak on a plaque that says "Mighty Hunter".. |
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" It's magical how people can make excuses under their belt |
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" only if you play phys attack builds. Then essenses can fill early-mid progression. For casters/minions there are much fewer options. |
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I agree with the OP. The crafting system is too random and has unneeded currencies. Has it gotten better since the beginning of EA? Yes. That still doesn't dismiss the fact that it has a lot of work to do to be good.
Let's take the essences that allow you to get specific affixes for a second. Then take the rings and amulets as the item base. As the OP stated, the rings and amulets are the only items that can get health, armor, and evasion, but not energy shield. That sounds like someone either forgot to add it to the list of affixes they could roll or said screw energy shield. Now, as I haven't gotten all of the possible essences, I could be wrong on this, but why are there so few options for these two item bases? Here is another example of a poorly thought-out system. Why can gloves roll with +damage type with either increased% or a range of a flat amount, but you can't use an essence to put a damage modifier on to gloves? For that matter, why have a specific item type requirement for essences in the first place? I get the need to have the defensive one separate from the offensive, but that should be the limit. The crafting system needs significant improvement. |
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The crafting system is really nice, I was able to make perfect peices of gear, T1/T2 whitout too much trouble. I feel like the biggest probleme is that tags, prefix/suffix lvl aren't visible ingame. Also, half of the time you are forced to relly on a tird party website to get a good idea of what can roll.
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