Masterworking - Time to change the mechanic

I’m calling on Blizzard to change this much hated system. I think I can confidentially say, this is by far the worst system in game that we have to work with. Most players using it are trying to maximise their character, and in the majority of cases that means trying to get a triple crit on 1 element. This burns time and resources like nothing else. It makes players very angry unless they get incredibly lucky. And represents days if not weeks of resources farmed burned on 1 item in a typical attempt.

I have just masterworked a pair of pants and it cost me 140k of Obducite and 2.5 Billion gold, and 50k/1 billion is typical to good. You can also spend 1 hour just in the stupid masterworking window getting there…thats not what we bought this game to do.

So come on Blizzard, fix this broken, Sardistic system, and heres my simple suggestion to make it better…

Resetting only goes back 1 crit level…ie 12/12 goes to 8/12, 8/12 to 4/12, and 4/12 to 0/12. that way we dont lose the good crits we get at those levels, we just have to re-work until we get the 2nd and 3rd items we are looking for. I would accept a material adjustment to compensate, this could either be a slightly steeper cost curve or reduced drop rates on obducite sources.

This should mean you only engage with the system for a couple of minutes per item, and costs should be a lot more consistent.

I welcome any other suggestions from the community that would improve this system, as well as comments on my suggestion.

Please post your feelings on this process, and lets finally get it improved.

Thanks

Neo

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lucky we get to reset it at all or they didn’t provide another poorly designed cheap fix like the tempering where you get to reset it one time only

Lets face it: this system doesnt want to let players get tripple crits. It wants players do not run out of things to grind, which is not unusual for ARPGs. On the other hand, it seems very unusal to have a perfect character / completed progression in this genre, where RNG also determines our endgame.

Min-Maxing (Masterworking is clearly that alley) usually expects sadistic effort and monotonuos grind, especially if it is part of the absolute endgame.
The chance of these triple crits is no secret, it is extremely low (unique 1.5%, legendary 0.8%) and costly by intention, yet some players go for it anyway because this is their alley. Same thing with mythic items or GA.

I dont argue against your suggestion, I would be happy with that. But I know I wouldnt have the nerve to go for perfect masterworked stats with how the system works and that is my point. To me the system is a playground made for the sadistic 1%. And I think such systems should exist in one way or another.

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