Neat idea to create fake primals and all. Very useful. And I am absolutely fine with only one fake being on a character. But because of this limitation and the rarity of (useable) true primals, this just leads to an overabundance of Ashes without any proper use. I’ve got a fake already. Until I get a true primal for that item, I have almost no reason to ever make another fake. So here I am, on my 50th unusable primal, salvaging it for even more Ashes I have nothing to do with.
The issue is not resolved by merely increasing the cost of making a primal or reducing the number of Ashes from salvaging primals. At some point, a player will get their fake and return to the same “Now what?” issue. We need some alternative method of spending Ashes.
1: Spend 1000 ashes to make a true primal. This makes every bit of ash valuable. However, given enough effort, I am fully aware this effectively “trivializes the entire game”. Maybe bump it up to 2k or 3k, whatever. Make it difficult so that people aren’t just completing a perfect build within a few weeks. However, again, I do undertand how this harms the loot hunt. Sooo…
2: A second “reforge” cube mechanic that includes Ashes as a material and increases the likelihood of a reforge being ancient/primal. Item, 20 souls, and 10 ashes and instead of a 10% chance of being ancient, it’s 50/50, and instead of a 0.25% of primal, it’s 2.5%. Salvaging a primal gives 55 ashes, so every found primal allots for five 2.5% chances.
3: It is common knowledge by now that the best way to conserve ashes when making a fake is to salvage the fake and use those ashes to make a new one, instead of just remaking the fake directly. Alternatively, reforging a fake from a fake has a small chance of turning up a true primal. So the player can either be efficient by salvaging it and retrying entirely from scratch, or sink the extra ashes in to reroll a fake and gamble for a true primal. Considering the cost of forging a fake is about two primal’s worth of ashes, maybe a 10% chance? On average, that would be 1000 ashes to create a real one, but it keeps the random chance element. …On second thought, make it 20%. Reforging has a 10% chance to turn up ancient and players know how comically unreliable it is. “1-in-10” is a joke. Make it 20% and it might ACTUALLY end up averaging 10%.
4: And if all that is just too darn complicated or players just don’t want their efforts rewarded (…Why?), then just have the cube capable of turning ashes into bunches of souls to help feed reforge attempts. Primals USED to be worth 15 souls before ashes were a thing. 50 ashes for 150 souls seems fair. That’s only 3 reforges, which isn’t even enough to safely get an ANCIENT, let alone a primal. Plus, at the going rate, primals are about 1-in-400, so the actual salvage rate is less than half the value, like how ancients (1-in-10) salvage for 3 souls, less than half the value. That should sate the masochists that prefer this method.