And it’s so disappointing that no matter how exciting it is, I don’t want to experience that disappointment.
Failing the roll is disappointing. Having minimal roll is disappointing.
Getting the right stat is exciting, a maximum roll is exciting. There is NO need for extra disappointments/excitements.
Has it ever happened to you that you stand up from a chair, look for something, then sit down and remember that you forgot something and it is very annoying?
It’s something like that.
I don’t want to fail and realize I have to do it all over again.
I prefer to collect enough before failing so I don’t have to get out of my chair again.
Something very different is my plan to approach the creation of my build. I first want to have the minimum to feel that my build is complete and then I look for greater affixes or maximum stats. (It’s like Diablo 3, first you look for the perfect non-primal item and then you look for the primal one)
As I said, I don’t mind farming. I like farming, but I don’t like losing my farming.
Some loss is acceptable, like materials, or gold… but the equipment: I wouldn’t let it go for anything. The difference is that spending materials brings me closer to the goal… while “that item” is my goal.
A material that does not feel like a material, but rather like the complete equipment itself.
Just so you understand: a car with a missing wheel is not the same as a wheel with a car missing.
Neither is complete without the other, and both can be considered incomplete materials of the final result: a car.
And yet they feel different.
(This is clearly an exaggeration to highlight the difference. I hope you understand)
Bad analogy because the ticket is single use. A piece of equipment It’s something that you will use constantly until you find something better.
It’s more like buying a car and not wanting to break it down just because you changed the wheels.
One way to make branches is to give affixes that are equivalent in power but different, such as x20% more damage vs. x20% more attack speed, or 10% more health vs. 10% less damage taken.
The problem with this type of branch is that it requires a lot of in-game testing, and briking an object is not good for testing these differences.