Resetting tempering costing rare materials doesn’t take the grind away. Such as costing resplendent sparks, stygian stones, mass angel breath etc. Key is how to implement in a way to not take the grind away. Bricking the 99.9% of loot doesn’t matter, it can always be re-found. But not the once per season 0.1% of loot.
You don’t know what affixes the item will have until you Temper it. Prior to Tempering, the item is incomplete.
And I think this is exactly the intention, which is why they have put in the limits they have i.e. limited tries and you can’t keep previous rolls.
Enchanting you can keep trying indefinitely until you get what you want, and you don’t need to do it at all if you get the right rolls in the first place. Masterworking doesn’t change the item’s affixes it just makes them stronger, I’d definitely put that under Upgrading.
But yes, it is a mindset one can adopt, consistent with how the system works and the Devs stated aims. It is not an objective fact.
How about 1st reset is 10% loss on all item stats, 2nd and final is 25% loss.
No, he is right. You are missing 2 stats in beginning. You are still missing them after the temper. Nothing has changed. You consider the result bricked. Since nothing changed, the item must have been bricked to begin with, Easy to understand, no?
C’mon you know that logic is nonsense. It would only make sense in the context that if these kind of items were so readily available. And I’m ok that they’re not, they shouldnt be.
How is the item bricked to begin with? You got a potentially great item thats an upgrade to your current slots. But on top of that great RNG, you need yet another level of RNG for it to be good. You can essentially say its RNG over RNG over RNG. Some players are cool with that. I put up with it because thats the way it is. But I’m hoping for some adjustments and change.
Definitely not. Tempering is a pita. Especially, if you finally find a good two star item (or god forbid, three stars item that isn’t trash).
i like it exactly how it is.
its perfect. i would say however… IF they want to compete directly with poe in terms of crafting ability, they should at the very least ADD some sort of item that gives you one extra tempering.
randomness yes.
but not “if i press this button there’s a 75% chance my item will be rendered useless”.
taking something away from the player is bad. shouldn’t happen and it’s absolutely not the same as an item not dropping.
Nop, at the very least increase the number of chances you have.
Currently this is RnG on top of RnG on top of RnG on top of RnG on top of RnG, and the system as is, punishes the players way more than rewards them and imo that’s not ideal at all. It’s too much.
I get that by making an affix into a pool of 3, 4 or 5 affixes narrows down the RnG, but it’s still RnG. and it’s RnG x 2, cause you have 2 tempers. And people are not even trying to min max at this point, they just want get the tempers they need. This is insane in my opinion.
Currently the gearing system consist of:
- RnG to get an item with at least 2 good stats - I’m not even gonna get into the discussion of getting items with one GA, let along more GA’s, which is the ideal piece you would want (this seems easy, but again, RnG is RnG like I mentioned, and I’ve been grinding for 2 weeks on my rogue and I’ve yet to find a decent chest or pants, or the 2 pants I found for instance, I bricked them while tempering… Chests I can forget about, I’m seriously thinking about buying one at this point…)
- RnG to temper one affix
- RnG to temper another affix
- RnG to reroll the third stat (no limit here, but it can be a gold sink)
- RnG for master working (no limit here, but it can be a gold sink)
The previous system, you had:
- RnG to get an item with 3 stats
- RnG to roll the forth stat
Now I’m not saying the previous system was better - fram from it. But this current system, specially temper - which I think is the main source of pain for the majority of players, whether they like the system or not, is badly implemented.
At this point it becomes a question of when will too much RnG be enough? I understand and agree we need to grind, that makes total sense. I understand RnG is part of the game. But this system punishes the player way, way, way more than it rewards the player. I also don’t think that we should just give infinite amounts or tempering, but maybe at the very least, increase the number of tempers you have. Also, there are a lot of good suggestions around here - have the last one be the one you really want/need but at the minimum value - this way you would still grind for another piece to get the change to min max it. Have GA pieces have more chances to temper. Re-arrange the tempers in a better way - currently a lot of groupings don’t make sense. I mean, there are a lot of good suggestions out here.
My only real issue with tempering bricking items is that this is a seasonal game. A casual player getting a lucky drop and then going through another layer of RNG that can take that lucky drop away seems like a bad design to me when the player only has a 3 month period to build their character.
Even if they were not able to brick items the average casual is not going to end up with more than 1-2 perfectly rolled 3 GA items in a season. I myself play 2-3 hours a night and 5+ hours on weekends and I have yet to find tripple GA items I can actually use.
That said though, I don’t personally care one way or the other too much what they do. Over all I think the system is better than things were before but it can still be better.
They could let us undo tampers with resplendent sparks or some rare resource. That should be a thing. Starting crafting process from scratch should be a thing in crafting. Should be very expensive, but should be present.
The RnG is not the issue. The Bait and switch is.
You cannot miss out on something you never had, but bricking items is just dumb game design.
I don’t care some people “like” it. There are people that like all kind of “wierd” stuff, does not make it less wierd though.
I don’t mind the current system, it keeps you playing.
If it bricks, too bad farm another one. If they just let you build perfect items right away there will be no point in playing past the first week every season.
I agree in a general sense with what you are saying. But you are exaggerating a little. No one outside of a handful of streamers or professional games are going to finish the season with full or even close to full 3xGA gear.
It is, and you won´t love it. Started 1 Week ago with this season, Hit level 100 4 Days ago. Farming gear like crazy. Rarely any upgrade-drops i need for my build. Tempering caused a lot of frustration. Every gear progression mechanic is rng dependant. Enchanting and Masterworking gets expensive fast. I think i call it quits…
Hmm your computer it outdated, you should upgrade it.
Oh cool you bought all new hardware to get yourself a better computer? Nice.
Oh wait, the OS refuses to install on your computer for no other reason other than FU? Will it’s a good thing that the computer was actually just a potential upgrade that didn’t work out instead of an upgrade that is bricked for some random reason.
Guess you just have to throw it out and start spending your time towards getting another one and hope that one is an actual upgrade and not just a potential new computer that might just decide to not work.
Gee tech sure is finicky.
Changes I would like to see made to tempering:
-
5 rerolls for each slot. It’s a horrible feeling knowing you got shafted on your first 4 rolls, have 2 more left for 2 affixes and you know with the weighted affixes, you aren’t going to get something usable. It’s not unlimited rerolling, but it lessens the chances of bricking an item enough to encourage using the system.
-
Add the ability to keep the current affix on a reroll. Getting a base roll should encourage you to try again, not go ‘oh well, guess I’m stuck with this because I know there is a near zero chance I can roll into something better’.
With how restrictive the system is now, it is indirectly discouraging you from trying again. These two tweaks would encourage people to at least engage with the system and try their luck.
Its useful but still had to find another piece of gear.
Its perspective difference, upgrade vs complete. Or if he was trying to test something specific.
Yep, I got started and I didn’t realize each item has two tempers available, one may have been okay RNG wise but two…I could barely ever get a perfect 925 item last time I played with all the stats I wanted on it even looking at hundreds of them from farming a bunch of Duriel. Now we have greater affixes to worry about in addition to getting the right rolls AND needing to get the correct tempers?
People who think this needs to stay this way are masochists. This game doesn’t need to be like Path of Exile. I much prefer a goal that is attainable but that you CAN work towards. When fighting RNG, sometimes you’ll just never get what you want and I think that sucks.