Yeah, I get that the feel is what is important, but many of the complaints seem to focus on how the system is rigged or unfair, not just on how it made them feel. I think the system should be reoriented so that people don’t feel as though they are owed two perfect affixes and anything less is unusable.
Best mechanism for that is to make the difference between a maximum success and a minimum success as large as possible. Right now they seem to be maximizing the difference between any success and any failure by having a lot of unrelated affixes in the same book.
For example, if chance to double cast is by far the best option on your build, and it typically rolls 13-17%, then they could add a way to get it at 5% that is highly certain (like, spend 5 rerolls, choose your affix but at 1/3 the value) and also add a way to get it at 24% that is much more likely to miss (like, random choice from the combined affixes of 2 manuals but there’s a 10% chance of getting a GA). That way, you get to pick your poison and it’s on you if it bricks.
Same with having items drop already tempered: you could just wait for the drop, so rerolling the tempers is pure upside rather than a required step to determine if the item is good.
I have already seen the number in other posts. I am no expert but came to the same conclusion. You have slightly above 50% chance of getting the affixes you want when tempering. Going to the Blacksmith for tempering is like tossing a coin. Sure, it can fail several times in a row.
I’d like to ask Blizzards where it thinks all these billions in gold first came from. Sure it’s a self sustaining ecosystem now but how did it get kickstarted because playing the game without trading, getting a billion gold is nigh on impossible.
I have around 250 million gold in my stash. Wasted several 100s trying to enchant a couple of items, never succeeding to get the affixes I wanted. Just spent >300 million on an amulet recently for nothing.
In total, since the start of the season, I probably collected close to a billion gold. I am picking and selling as many drops as I can.
I try to keep rerolling to a minimum now because for a month at the start of the season I kept dipping below 70 million. Actually when I first got enough sparks to make an uber I had to build up funds first to be able to do it . Currently 170 million and I’ve been selling everything to the vendors for that. Probably through the course of the season also one billion gold and I play a lot.
This system needs to go who the hell is going to farm the same slot item over and over brick after brick when they lose all items in 3 months anyway? the dev who proposed this is insane.
The amount of Items that have been GA 1 and GA 2 so far trying to Temper Vulnerable Dmg and Chance For Heartseeker to Cast Twice had been so crazy bad.
Same thing for Minion Attack Speed and Chance for Dust Devils. It’s very underwhelming.
Feeling the pain…while trying to get stygian stone to drop that never does. I was finally blessed with a 2 GA mace. Only to the watch the temper not hit. Bricked and junked…
Game is turning more and more disheartening
RNG on drops => RNG on enchanting => RNG on Tempering =>RNG on Masterworking
At each step there is a pool of affixes with different probability of occurrence attached to each. This is how the chances you have to get the items you are looking for is controlled which resumes to: on average, how long you need to spend playing the game to get the item.
The exact same result could be done with a single step at drop level with 5 affix items. Having several successive steps allows to increase the quality of the initial drops so players are more willing to spend time farming items. Enchanting makes you farm for gold. Tempering and Masterworking makes do Pit runs for mats. You spend more time playing. That is the intent.
At any stage of the upgrade process, failure can happen. It is sometimes reversible with a cost. By increasing the number of steps, the new itemization system is delaying the moment. In that sense, it is a good evolution and, as already said, it also allows for better drops. On the other end, the disappointment is greater when failure happens.
Great explanation. You simply left out the fun factor. This sucks the fun out of trying to upgrade. Brick a couple of 2GA or 3GA items and see how motivated you are to chase more.
They need to work out a reset process to start over on tempering. Make it costly, but do something so an otherwise perfect piece isn’t rendered useless by tempering on something not useful to your build.