Masterworking Level 1 to 20. Why not really level the items?

Everybody is saying, Masterworking is now boring because you just hit about 10 times on a button and then your item is maxed out.

Why isn’t there a real leveling process involved, where you need to use the item in fights, to level them up? Just like you level up your mercenaries and while playing content that gives XP.

Maybe you could even get quests at 5/20, 10/20, 15/20 and 20/20 to level your items further. One random quest of the following examples.
(5 is always tied to Torment 1, 10 is tied to T2, 15 is tied to T3, 20 is tied to T4)

  • Get 2/3/4/5 rewards at the Tree of Whispers.
  • Finish 3/5/7/10 Pit runs Level 10/25/40/55 or higher without dying.
  • Finish 1/2/3/4 Helltides and open at least 5 chests each time.
  • Finish an Escalating NMD.
  • Finish 3/5/7/10 Undercity runs.

You could maybe even get 2 possible quests, but you only need to do one of them.
For example 2/3/4/5 rewards at the Tree of Whispers means:
If it’s the quest for 5/20, then it’s 2 rewards you need.
If it’s the quest for 10/20, then it’s 3 rewards.
If it’s the quest for 15/20, then it’s 4 rewards.
If it’s the quest for 20/20, then it’s 5 rewards.

So you need to do more for the higher Masterworking ranks and you need to do them on higher difficulty. That way you need to progress to T4 to even fully Masterwork your item.
Material costs for Masterworking are the same.

You need to level up Masterworking ranks with XP, but you also need to do Quests to get beyond rank 5, 10, 15 and 20.

Edit: Btw, Tempering has it’s own leveling system, where you first need to find the recipes.

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Basically made the same post recently, and yeah both the lvling system, and a quest system (Pillars of Eternity did that) seems way more interesting than MW.

Would be nice if the quests were more involved than just competing activities though.
In Pillars it was usually thematically related to the item (uniques) but for legendaries maybe it could be related to the individual affixes on the item.

I was thinking about leveling and thought about the quest idea while writing the first part.
Leveling alone isn’t very interesting on its own, so I came up with the quest idea.

There are only 2 rules.

  1. It needs to be repeatable, because you will Mastercraft a lot of items.
  2. Having a rising difficulty for the upper ranks makes the upper ranks more meaningful.

But if I came up with the idea in a few minutes, all the other players here can come up with additional ideas.
Of course Enchanting, Tempering and Mastercrafting are still very basic systems and we will need additional systems in the future that are more long-term and more end-game related.

I think we will get more crafting with the Addon and every change we now get is made to work better with the new systems.

And my guess is that the 2nd Addon will be released in about a year, even though before summer would also be possible, and therefore Blizzard can test a few new systems with every future season prior to the Addon.

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Agree with those two rules.

A few examples of my reference point for lvling items through quests.
They are different genres of course, so you can hardly translate the quests one to one.

“Rest in the lair of a sky dragon”. I especially like this one, but of course wouldn’t make that much sense in a Diablo style game - maybe an equivalent would be doing something like Cow level in the previous games.

“Have at least 30 Might”. Could work in Diablo too I guess, having to reach a certain affix breakpoint. Should be something that would fit the item of course.

“Kill 15 Blights with Greenstone Staff”. A more standard/boring kill quest. Not so much in Pillars, since enemies can be rare, and never respawns, but in Diablo it is quite different of course.