Ladder Season 6 - Another Crafting improvement post

I have seen other topics discussing crafting recipes. Although I agree with the improvements listed here I think some fundamental changes are due.

As a melee player I find the current crafting system extremely outdated. I would leave the classic recipes alone as they are tried and true, but add the following changes.

  • Create a set of recipes that work on ethereal items by not rerolling eth to regular base with durability OR create recipes that give a 20% chance to roll ethereal.
  • Create recipes that roll up to 3 sockets instead of 2 (depending on the base).
  • Create more variety. Example, there is currently no way to craft swords, claws, maces, orbs etc.
  • Create more crafting diversity by added desirable mods to armor, helms and belts. There is currently no reason to ever craft these items.
  • Create cheap crafting recipes for early and mid level items.

I am not giving specific mods or rules as that is the job of a game designer, but I am sure anyone who has spent time with this game could come up with great new crafting recipes for the gaps listed above.

2 Likes

Dreamwagon, you summarize the spirit of the changes well, but I will summarize my opinions, which are also in Charles’s thread.

Outdated is very kind of you.

The ethereal bases remaining ethereal is practically a consensus in the discussion of Charles’ topic and a welcome and desirable change.

To make your request work, simply go to line 423 of the magic prefix table and change the value in column D from empty to 1 and your request is fulfilled. I’m exposing this as a form of protest about how easy it is to make changes to the game table, even for someone who doesn’t know how to program like me.

Another practically consensual change in the discussions on Charles’ topic, perhaps there is some debate about how this should be done, but releasing more types of weapons is another minimal change.

I don’t know if I agree with the belts, but as for chests and helms, this is a necessity and without adding class skill and skill tab the possibility of being drawn for magical and rare items it is impossible to solve the problem.

The gloves and their infinite charged abilities are another thing that needs to be disabled.

Craft has a cheap cost in the game, the problem is that it is useless for most pieces.

And even in useful things such as amulets, there is still a risk of the level req being way higher than possible, because no one corrects the damn level req column which should obey a level formula from the afix * 75% rounded down = level item req.

Another easy fix, which I already offered so there was no excuse about not having time.

Otherwise feel free to post in Charles’s game changer discussion thread. New ideas are always welcome