About Uniques, Crafted Items and D-Clone

Hi All,

when going through this PTR forum, quite lot of discussion is dedicated to strong RWs, domination of Act 2 Infinity Merc and cookie cutter builds (Light or Blizz Sorc, Hdin…). There were also topics describing (with right) that Uniques are basically not used in a way the most expensive RWs are, so something came to my mind , if that would make sense for some of future patches …

  1. Current status of Crafting items - with strong RWs, people mostly use just few recipes (Amulets, Rings, Gloves) so this could be more attractive if this is changed to :
    Magic Items do not loose previous properties and stay Etheral (just like in Charsie Imbue reward), and they have the chance to receive all other Benefits of the Crafted weapon . So for example, for Blood Axe recipe, You found an Etheral Perfect Cruel Berserker Axe of Quickness (300 ED and 40 IAS). With the recipe, You received additional “Mechanics” prefix with 2 OS, +2 to Barbarian Skills , and “Self repair” suffix and all the other guaranteed Bonuses, and You do not loose the Basic Magic Item bonuses. In case You are not satisfied with results, You use Cube recipe to “De-craft” (just like one for clearing the sockets or repairing the weapon or armor) the base item and roll it again, until You receive what You like. Meaning, if You found good crafting base, you continue to roll it over until You are satisfied with crafted item as You dont loose the starting properties of an item. This would use only existing crafting recipes, meaning only certain weapon and armor classes would be able to do it .

  2. This would require new approach to Crafting, where players could be able to “mix” Uniques and Crafting, and kind of “gamble” for additional item properties (up to 3, to be balanced) from the Crafted materials, and it would be opened for all Unique items to craft “Superior Unique Weapon or Armor piece”.
    To make “Superior” Unique item, You would put Unique item You would like to upgrade to “Superior”, a Torch charm with preferred Class skills, an Unique Facet jewel (again with preferred element) and a Higher rune (from PUL to ZOD) and You could receive to Your Unique Item, without loosing its base properties, also further 3 properties : one randomly chosen both from the Torch and Facet , and guaranteed Rune property. This crafting upgrade would be Ladder only, with item staying later in NonLadder, just like now.

So for example , a Druid found perfect Etheral Ribcracker 300ED and upgraded it via classic Upgrade recipe to Stalagmite. Now, he wants to improve it further, so he puts in Cube his upgraded Ribcracker, with Druid Torch, Poison Facet and Zod. He hopes he will receive +3 to Druid skills from the Torch, -5 to poison resist from Rainbow facet and he is guaranteed his Etheral Ribcracker will be Indestructible, as he used Zod as a guaranteed property. Unfortunatelly, he gets from Facet the “adds 37 PD for 2 sec” and from Dudu torch he gets “+12 to all atributes”. So now he is to decide whether to use Cube recipe to “de-craft” the item to basic status and to try his luck again (it would cost him a Zod though) or to keep it as it is. And he still did not used his Larzuk reward to put that “Shael” in a socket, and get 70IAS, or LO, for even higher CB. The upgraded “Superior Unique item” would also not prevent the player to have regular Torch in inventory.

Now, these “Superior Unique Items” could become more interesting and attractive to players, and maybe decrease a dominance of high RW items but this Crafting could also have further purpose : there could be “a counter” which would count how many Hellfire torches were “burned” this way and after required number of them is used for Crafting, it would trigger “Pandemonium event” and DClone to appear, the similar way it works with SoJs. The classic SOJ way would still be there, this would be just an additional way to spawn DC.

With this theoretical potential change, there would be few targets completed :
a. Unique items would become more attractive for players to keep them and use them, and be able to compare with strongest Runeword items
b. DClone and Annihilus could be more frequent and offer chance to fight DC to players that do not have often chance to meet him (as it works now)

Do You think this makes sense at all ?

2 Likes

Too complicated, too specific. I think just making ethereal items craftable would change the game a lot, for the good.

I don’t think this is useful for the current patch. The focus now is trying to get some of the weak classes and skills to a place where they aren’t useless. I don’t think this is the time to ask the devs to start looking into changes in crafting, which is much more niche.

Changing dclone spawn is a highly requested change from the community though, and definitely something I think they should change, but not in the complicated manner that you’re proposing.

I like the idea of making magic and ethereal items usable for crafting, retaining their properties. But I don’t like the rest.

Uniques are underpowered compared to high level rune words, but I’m not sure that your proposition is a good solution to that.

I am going to say I dislike everything in here. Also some cannot be implemented anyway. I’ll be short:

  1. Changing crafting to retain skills would be brokenly overpowered, even without all that de-craft. Roll a +2 to sorceress skills amulet in a caster craft and end up with a +4 to sorceress skills, 10 fcr and more. That’s a lot for an amulet. Let’s not even talk about Jmods and stuff.

  2. Having a ‘‘de-craft’’ option that retains original affixes is downright impossible, as with my exemple above, you could end up with 2 of the same affixes. Now, they would have to create different affixes just so the game could keep track of what was original or not, and that would break the original coding, which they cannot do.

  3. That would bring even the most basic uniques to almost broken status, at least the way you’re doing it. Imagine a shako with +5 skills shudder

Changing how D clone spawn is something they are already looking at, just not on this PTR.
I agree some uniques needs to be revisited and made stronger for their rarity (astreons, tyrael’s…) but not completly broken either. Usable. Let’s not power creep too much again.

But if you make any unique as powerful as the strongest runewords who require the rarest runes, you’re just creating another problem. The problem was always Grief being too powerful for the runes it takes :stuck_out_tongue:

Good point about existing magic items with powerful attributes like plus to skills or jmod. They would end up being ridiculously overpowered.