Masterworking Failed!

Those are called “nonspecific materials”. What that means is you get those from a lot of different sources and you should have them available already. Those materials should not be the barrier to entry and the only way they are is if you assume the developers aren’t going to lower the amount requirements as they already said they would.

If you’re going to say the abundant universal material is a limiting factor then I can’t take it seriously. You’re getting that stuff at level 1 for crying out loud. That’s the equivalent of saying “enemies hurt gear drops by adding a layer of RNG”, see, it’s not a serious statement.

No.

I don’t know what games you’ve played but there are an obscene number of games with this exact system. Hell, the two games everyone screams are so much better have the exact same systems except materials are even rarer in some cases.

You’re only asking for handouts. Simple as that. “Gimme gimme” is all I hear. If you want games to play that don’t have friction then maybe Tic Tac Toe is more your speed.

It’s not getting any point across, you obfuscated your point by saying something nonsensical.

No, that’s not a consensus at all. What you got was a few likes by other people with your mindset.

19 likes at this moment.

Out of MILLIONS of players. That’s a fraction of a fraction of a fraction. That’s not a consensus, that’s like a guy standing on a street corner in Times Square NYC saying “the end is nigh” and someone walking by saying “yup”.

You know what was a general consensus, the cost of materials across the board was too high. And the developers have addressed it already.

You see this here, the thing you wrote? What you’ve done is this thing that an individual does where they imply “you’ll lose money if you don’t listen to me” because they’re self important and no one actually cares about what they’re saying.

That’s called manipulation. It’s not a good look.

You should also know they’ve got data down to the numbers down to the minute detail and know exactly how many people stopped mastercrafting after failing. Just like they knew people were running out of nonspecific materials when they tweeted about them. You’ll notice they didn’t tweet about failing a mastercraft.

Its just not such a good system.

We have the increasing maths on the levelling of the Senechal in S3.
There were so many complaints that they had to dial it down in days.
Now they give the same system for every item equiped + RNG added on top of it.

I just can’t get the meaning of MasterWorking fail chance. Why are people so excited while gambling? Because of the reward while winning and the punishment while losing. Huge different between 2 results right? And we don’t know the result before it happens. I don’t say gamble is good, just mention why it make us excited. And I’ve found it in Tempering system. What’s different between Tempering and MasterWorking?

  1. Some builds can’t work smoothly without some Tempering affixes, meanwhile masterworking affix is only “good or better or perfect”.
  2. Tempering: if you fail, you really fail, item is broken and no guarantee you will succeed with another item. MasterWorking: one way or another, you will get what you want, just matter of time and cost, you know the result even before it happen.
  3. And because of #1 and #2, even they have the same animation, I anxiously waiting for Tempering’s result and so annoying while Masterworking.
    You know how is my feeling while I tempering my 3 Greater affixes item with 1 last tempering? And I failed, so impact to me but this is what Tempering should bring to us.

Yeah, success chance has to go away. Add another tier and spread out the bonuses or something similar.

Because farming your way to pit tier 200 leaves you with about 50K of the last resource. I could not even spend half of it minMAX-ing 4 characters! I guess you are lazy…

What do you want ? Materials dropping from Sky ?
Don’t be lazy. They will adjust the amount of material required and its all we need.

Leaning into D3 would mean uncapping paragon levels. No ones going to play dozens of hours after they hit 100. Hyperbole, there will be some, but the “broad audience” won’t.

Oh god lets hope that system never comes back. It was nothing more than a participation throphy that made gear irrelevant

So the d3 zoomers will get their GR D4 iteration and the d2 zoomer psuedo traders will get their more open trade, then what? Nothing for the players that actually want to play the game. So they released D4 and then regressed it to d 2.3.5. Maybe we will actually get D4 back in the next expansion?

Giving players a degree of agency over their masterworking would be an excellent improvement!

Though I would make the random option = 100% success rate — there’s no need at all for failure to be an option IMO.

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Welcome to Diablo, where they take your base RNG, sprinkled it with RNG, baste that with RNG, and then marinade it overnight with RNG. It’s how you take a little bit of content and drag it out for a full season.

Yeah, lets hope the system that keeps players coming back won’t be added.
No ones gonna play after hitting 100 if they want the end game loop to be that.

What are you even talking about. D3 had one of the shortest seasonal cycles that provided maybe a week of gameplay.

It was an aweful design for an arpg.

Then why is it still massively popular?

Sign of someone that doesn’t understand the problem and thinks that if you don’t get to tier 200 before you do anything you’re lazy and the problem doesn’t exist.

Sheesh.

You might as well have just said “I don’t understand it, i’m rich, I bought my account, kkthxbye”

This probably isn’t the genre for you if you feel this way.

Be more specific… If I feel what way? I’ve been playing D3 since the launch of RoS, almost every season.

I was one of the alpha and beta testers for PoE (much better game during beta tbh).

I was beta tester on Wolcen, and have played a number of other ARPGs, and some of the games that I played in the late 80s and early 90s could probably be considered ARPGs too, way before Diablo came out.

What makes you think that this genre isn’t for me just because a failure mechanic that the majority of people commenting here believe is bad, is bad??

You mean the 1 week per season people log onto it?

No one plays Seasonal ARPG more than 1-2 weeks. Poe, D4, D3, all of them. See all streamers, its just 1-2 weeks (maybe) and they are done, numbers are back to misery.

Myself and alot of my friends put 250-400 hours in season 1, 500+ hours in S2. Season 3 was finished a lot faster after all the nerfs to S3 maybe got 3-4 weeks plus guantlet.

However some finish there battle pass and season journy quests not to return until the next season. For now D4 does have a much longer season than D3.