Compare tempering with last epoch forge system

as my previous example:

if I have a 925 gear, and I can temper 2 affix I pick. each affix can be tier1 to tier5.
in the 925 gear I have 100 FP, each click using 10~20 FP.
so the result is I’ll have 1 affix at tier 5 at worst ~ 2 affixes at tier 5.
how is that brick?

I’ve clicked “forge” on an exalted item, with the rune for “chance to not lose FP” and watched it go to 1 FP in a single click.

I’d love to hear how that’s deterministic lol.

I don’t think anyone who agrees with the OP actually tried pushing their LE toons into full exalted gear. Which was common afaik, since the game’s fun/difficulty capped-out with near naked gear unless you were trying to HARD push corruption.

You are talking about other stuff, last epoch has a forge which is deterministic because regardless of the roll you get, you will get the affix type you want. Which is what you described.

However, there is another process to create a legendary in LE in which you slam an exalted item into a unique and get a random affix from it. The legendary potential of the unique dictates how many affixes it can have. This kind of craft is far more comparable to tempering, basically the exalted item is the manual and the unique is our legendary, as I said it is far more restrictive, similar to our current craft, because it is also far more powerful than the deterministic craft. Search for legendary potential in LE and you will see.

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That’s exactly the point, in LE we choose the affix we want to put on the item, and we will have it guaranteed, varying its level where the beauty of RNG is.
It’s not like tempering in D4 where we must seek luck on an item that has a 1/4 or 1/5 chance of getting the affix we want.

Necessarily I don’t know if it should be equal to the LE, I choose the “Thorns” affix and keep scrolling 5 times to see how close the values can come to 900, for me what could be done is more or less the same as the enchantment, We did a tempera roll and the result was “+11.5% total armor” and not “+900 thorns” and the next roll comes “-5% ground control”, in this case for me it could be more It’s interesting to keep the armor bonuses, so I choose to exchange for the new one or keep the affix from the first roll.

Diablo 4 is not a complex and difficult game, you can get an item you want relatively quickly, simplifying the game’s RNG is not the best alternative (although my suggestion does that)

farm another item then jesus christ. no one wants to grind anymore, not even in games that are literally about grind.

couple days ago just got the perfect temper on the first roll for my GA and it was an amazing feeling. i never had any excitement in d4 before regarding items

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I think tempering is more like legendary power in LE… another annoying thing, where you combine power on item with another, and with rng.

One thing good there though is you can either trade to get bunch of base items or target farm as cof. The more lp an item has, the rarer it is and it’s more likely to succeed (that’s what tempering does not have). But the thing there is that high lp on certain items is literally marked as almost impossible…

From what we can see, no one wants to farm items, experience or materials (gold, etc.) in Diablo currently.

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amazing isnt it. u could hand them all items they want for free and theyd still find something to complain

yea and if u are remotly close to endgame an item with tier 4 (or less) rather than t5 is bricked trash u wont use - pretty much the same thing both feel horrible main diffrence beeing if u just enterd endgame and u have VERY bad gear than even a bricked item might be better for like an hour or two … but well that doesnt rly matter in the end anyway

Yeah, that is why I believe the 100% deterministic approach would be a detriment to the game.

In my opinion, if they change tempering it would need to be done in a sense to expand it. Like adding materials to reset tempering counter, adds a random greater affix, reroll stats range, etc.

The game got ideas from LE, Torchlight and others to make tempering, just get a little more, adds these kind of valuable craft materials from poe too. If correctly balanced, it can expand the endgame, solve the tempering “problem” ( i am not 100% convinced it is, but whatever), expand economy and adds more substance to the game.

Then the items need to go back to dropping with 5 affixes instead of only 3.

Tempering was a compromise to make drops more in the player’s favor. Items only drop with 3 affixes because you fill in the other 2 via tempering.

They will not make this system as such that you only need an item with 2 desired affixes, you enchant the 3rd, and then you just get to select 2 temperings.

I would love to see more complexity in the game!
My concern is how the addition of this complexity would be received by a portion of players who want something simpler (and the developers seem to want to please this part a lot)

Well, I don’t even know what to say about this anymore, people will get what they want I guess… I hope they don’t regret. At least ARPGs in general are fine this year, so if I stop having fun here (which I have for now) it is possible to move to another one and cycle.