Let's discuss tempering

50B focus and I need lucky hit poison or shadow damage for my Tal ring so a 1/3 but I roll 6 times in a row fire with two of them max then 1 ice and 1 physical. How in the world! (1 in 6 raised to the sixth) Ruined focus. :brick: Instantly quit rest of season. I was close anyways.

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Hating a system that turns good drops into GTITSTEs (can I go back to calling these bricks without getting you all riled up?) doesnt equate to “cant cope with RNG”.

If you had a chance to randomly explode walking through Kyovashad and then you complained about it, would it be reasonable for someone to tell you that you just can’t cope with RNG?

The point is that it’s a poor use of a RNG, and it’s obvious to everyone except about 4 vocal and misguided posters here.

Rng is not good nor is it bad. I enjoy the game so if completing an item I dont get what I want its no big deal i just find another.

There are a tone more people who like the new better the the old. Mind you im not apposed to going back in time, loading up the aff pool and adding a loot filter.

It wont matter tho because ppl still going to complain they cant cope with RNG and they didnt get what they wanted in X number of hours/days.

Yes, I agree that it would be the better solution to increase the droprates.
But I don’t know Blizzard’s plan for improvements after the ptr.
We will see. :slight_smile:

This isn’t how the math works for the likelihood of this event. If you want to know how likely it is, you have to figure out how many possible combinations of tempers would have produced a similar event. And then you have to figure out how many possible combinations of tempers you could have rolled (which isn’t just 6^8 because you would stop any time you hit poison or shadow). And then you divide the first number by the second. The chances are dramatically higher than it seems when you just isolate the exact outcome you got.

Sigh. Against my better judgement I will attempt one more time to explain this. Then when you act as though I didn’t explain it I will at least know that you are trolling.

If you could guarantee a specific affix, then there would be no need for manuals. If you made all the options in every manual so good that bricks weren’t possible, then the tradeoff described at the end would no longer exist.

If you could choose your affix, then tempering would work like imprinting and in this point I said I don’t want to be juggling 3 aspects per item. If there was some other way of eliminating bricking, then there is no push your luck mechanism (or it is a purely mathematical one where you can easily calculate the EV because all that can change is the roll value)

This obvious requires bricking. Your counter argument of, “there are other ways,” is far from compelling, but if you have an actual suggestion how to keep this positive aspect without bricking, then that might actually be a discussion.

If there are infinite rolls there can’t be a last roll. If you can choose your affix then there is no moment of hitting a good temper.

This scenario can’t happen at all without bricking because I would automatically have the best affixes on the first item and wouldn’t look at any item that isn’t a 2+ GA version of the same thing.

Which is why Blizzard should add some more deterministic drops to things like the reputation track or the rune crafting. Or least something really dumb and simple like the last reputation reward drops a fragment of a scroll of pick your own temper. Once you get enough fragments, you can assemble the scroll and use it to pick one temper on an item. Fragments are account bound.

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You’re basically describing how you like sticking your face in a blender and talk like like the people acting confused about it are the crazy ones.

That said, to have to pay for tempering with a farmable resource, or allowing you to pick your temper but gamble a limited number of times on the range would satisfy the majority of your requirements.

As always, your love of the system isnt the bricks. No one here can defend those. You just seem attached to the fact that the only way the system can be satisfying is if it occasionally kicks you in the nuts. Maybe instead, they can fix the sytem and you can just decide that every 5 tempers you’ll stop rolling and put your nuts in a vice. Then we can all play the game we want.

Man you are unbelievable. “Does anyone actually like this?” “Yes, we like it.” “No you don’t, it’s like sticking your face in a blender.” You’re like the Blizzard guy who said people thought they wanted WoW Classic but they really didn’t.

No it wouldn’t and I literally explained how those exact two approaches would fail to satisfy each of my points. Both approaches would be far worse than bricking.

The. Risk. Of. Bricking. Makes. It. Fun. Not sure how many ways we have to say that. Without risk, it would not be fun.

The risk makes it fun.

You have to have a failure condition for the success to be fun.

If you only ever get what you want, then the system is boring.

Variable outcomes are what make games interesting.

No one enjoys the moment when their hardcore character dies, yet they choose to play hardcore when they could literally turn off death in softcore.

Maybe they can make a creative mode where you can have all the stuff you want instantly with no pushbacks so that the rest of us can play an actual game without all the whining. Then if you decide you want something to be harder to get you can set a timer and farm until the timer is up, then give yourself the item.

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You’re gonna get retempering scrolls m8, everything will be fine

Oh wait, it’s one use per item only, nevermind it will only take more time and resources to eventually brick items anyway

Good thing is that, at least, GA gear drops a lot to compensate for rng bricking stuff

Oh wait, loot will now be 1/5 if not less of what it was before

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I feel the same way about the points you have brought up. You haven’t put up any good arguments against it…so now what do we do?

I didn’t like tempering at first but after experiencing with it for 2 seasons, I believe now it is an acceptable system. Most items directly drop with the generic items almost all builds need and you have then 50 to 60% chance of getting the 2 specialized affixes you need to complete your item (a bit more chance if it is a GA item in S5). Failure is always frustrating especially when it is controlled by RNG and not the players but everything related to items is based on RNG in the game.

For weapon and armour, if you spend a bit of time farming, finding 2GA items is not impossible and you can find a replacement in case you bricked something. I don’t trade and don’t know the cost of 2GA weapons or armour but since they are not that rare, prices should be acceptable.

The example that comes each time there is a thread about tempering is Amulets. This is also something I have personally experienced. Bricking an Amulet with the right +Skill affixes is a terrible experience because you might never find another one. Those +Skill affixes should just be weighted in a more favourable way at the Occultist.

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Right. Bricking sucks. The “necessary evil” argument that we’ve already gone over. You dont like bricking either, its a negative consequence. And you feel there’s no possible way there could be a diferent negative consequence that gives you the same joy of success. Seems pretty close minded to me.

And the “you just want all your gear handed to you” argument. That was discussed ad nauseum above. Please scroll back up because I’m too busy today to quote all that.

No one is asking for that, and you know it.

Simply move tempering back to when the item drops.
It rolls two affixes from two separate tempering categories.
Perfection.

Well if you don’t want all your gear handed to you, you can play creative mode and each time you put together an item in the editor, you can put it in your stash and then set a timer for how much farming you have to do to earn that item. That’s fair, right? I mean, that’s what you said I should do if they add infinite tempering rerolls, isn’t it?

Yes, bricking is a negative consequence. Negative consequences are necessary in games.

Your idea of a negative consequence is that I have to spend one more out of my infinite crafting material supply or that I might end up with a slightly lower roll on a godly affix. And in the second case, it still includes bricking, it just increases the power of the bricks. You could simply leave the system as is and increase the power of the other affixes in a manual to get the same effect.

Yes, I do think this would help people like the OP, who can’t accept the idea that all legendary drops are crafting bases. Have legendaries and ancestrals drop with tempers already in place and zero rerolls. Have rares drop with 2 affixes and a random number of tempering rerolls. Create a rare mat that lets you add a normal affix to a rare or legendary that only has 2 normal affixes. Have a (very low) chance for it to crit when you do that, creating an ancestral. Then you can choose your own tempering manuals to use on the items you craft up in this way, as you do now.

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Honestly Tempering is why I stopped playing. I’ve bricked about 10 weapons and four pairs of gloves, and honestly its not worth the time. On a weapons roll all i needed was +to crti damage-and overpower and ultimate damage roll over and over and over again. There was definitely a pattern for it to happen to many times. The other times it was just sub optimal because I wanted the hydra heads to roll and they wouldnt. Could have lived with the other two, but it wasnt how I wanted my build to be so that was a willful salvage for me. No hard feelings there.
I think the system is downright terrible (what is overpower damage doing in a sorcerer bucket???) and if you want to improve it tailor it by class. I also recognize you only have a 25% of a successful chance on each temper. So there’s that.
I was tired of losing items to tempering so I just moved on to something else, I didnt feel like it was worth my time. But that’s something for every player to determine for themself, no wrong answer really.

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I think this is exactly a perception issue that they created because they made all legendaries drop as crafting bases. So the drops don’t seem like incomplete items you are hoping will turn into something good, they seem like completed items that you then have to go through this extra step to see if they are actually permanently flawed.