Old masterworking system was better in every way. New system is big step backwards (literally). It’s not interesting, not creative and lame.
I’ll admit I didn’t really care for the old Masterworking, not entirely, just the mass resets required to get a desired outcome even 2/3. Personally I feel like the biggest thing the new Masterworking system is lacking is the Affix upgrades. It doesn’t even have to be to the magnitude it was on current live, even a 20% increase to affix values at max quality would be enough of an improvement to feel better, similar to how upgrading was prior to Masterworking.
The best would be if new MW also upgraded our affixes, randomly choseing one each rank, and increasing it by +0.5%, but no criting on trashold ranks, and than slap the GA on a random affix on the last upgd.
They should maintain a 5% increase per step and skip the focused 25% affix boost every four steps. I’m not a fan of the new Masterwork system either, but I really enjoy the new Tempering. Still, I wish we could have two tempers per item like before. I also think we should be able to select the enchanted affix at the occultist instead of rolling, with costs scaling significantly for harder-to-get affixes. Passive skill bonuses should remain the most expensive on amulets and skill bonuses gear, while main stat, vitality, life recovery, and defense should be cheaper. Critical strike damage, attack speed, vulnerable damage, overpower, damage, and damage over time should fall somewhere in between.
I honestly liked the old master working system, all it needed was a way to lock it at each of the 3x upgrade tiers and not have to redo the whole thing.
The old masterwokring buffs were better, but the system to get those buffs, sitting there clicking retry over and over and over… that was such absolute garbage.
That being said, the range of stats and number of bricks from the new system is equally trash.
Both systems are awful.
These devs don’t understand how to make a fun game and have opted to make a punishing game instead.
Just let us reset MW every 4 tiers instead of all of them. I think that would have fixed it and people would have been happy. I’m happy with the change to tempering.
100% agree. The new system is not at all compelling, just click 10 times and see what you get then use neathiron to get the one you want. Blizzard please go back to the previous version with a single crit rollback. At this point I would just take the previous over what you have in the PTR. You buffed all of the combat then nerfed all of the DPS. Do not do both. I like the combat and monster changes. Also you nerfed the sorc to unplayable.
all they needed to do was what the player base asked for - the abililtly to revert to the last crit role - but no, instead we get this complete and utter garbage.
s10 really nailed it and showed the dev team what the player base want (or the majority of us that seemed happy anyways) so, as only blizz can, with s11 they take all the enjoyment out of the game.
I 100% agree. D4 S4 brought us loot 2.0, and it was great. Now S11 brings us loot 1.5 if that makes any sense to you. MWing has no excitement. Tempering removed the second affix, so now Legendaries will drop with 4 base affixes instead of letting us choose the one we want. This means that crafting the perfect legendaries is left up to RNG, which 100% contradicts the itemization philosophy rework of S4. It’s a massive step backwards rather than forward. This new Masterworing system gives us nothing to look forward to or get excited over when we play the game or farm obtucite, all because some Diablo Tourists complained that they didn’t have enough gold for resets because they play each season for a total of 3 hours.
Old Masterworking system may have been harder, but gave far better results and control to the player in how their build functions, when they eventually managed what they wanted.
Old Masterworking also gave “WOW” moment when you finally hit your Triple Crits.
New system sucks. No wow moment, no build control, nothing. Very bland, very boring, and no real benefit to the player.
I have to say, i disagree. I was in the boat where i was thinking it was bad too.
but the way i look at it now is basically.
Before you had a item drop. 1-2 GA. and maybe you get couple. because the outcome of a useless item is there. Then you go ahead and waste a lot of materials on a item that is potentially upgraded the same day.
Then a better item drop. and you invested so much in the last item getting 3 crits on a affix for example.
you now have grudges of a potential brick, and some may ask themself, do i try and brick it, or do i just sell it because of the fear of bricking…
and all in all, you had a huge gratification on masterworking and tempering the perfect item.
But lets be real. the old system being weighted and all items going into the slot machine had a potential of being useless as a result.
And the outcome you have now, is a more failsafe system with a way higher potential to being the best outcome of the process. and still you get a stat of your choice is good.
All in all it gives less hype about the process around it, and just upgrading 1-20 i agree is kinda boring. getting one GA i think is huge tho =)
TLDR: you get less hype about the progress of upgrading the item, but you get a bigger gratification on getting a drop. and all in all, you dont get dissapointed by a RNG outcome. as bad as before.
The real solution was no bricked items. Unlimited uses of Restoration Scrolls but make them a very rare drop. Adjustments to weighting. Best possible solution to keep player retention with less feel bad and keeping the WOW moments.
Higher potential? Not true. A double or triple crit is a 5-20+x DPS. The new system is a huge nerf.
Agreed. The new system really sucks and completely loses the wow moment and the noticeable impact it had that the D4 team wanted us to have when they introduced it. There is no wow moment with this system, the noticeable impact is mostly gone. Not to mention it’s a huge nerf.
In essence, Blizz took everything they wanted masterworking to be and turned it into the exact opposite.
Did you read the whole sentence ?
A higher potential to being the best outcome of the process.
in terms of the dps. it does not matter, if they tomorrow would nerf all chars to do half the damage they would need to scale the pit to have half the hp required. That is just common sense…
Your first mistake is assuming this dev team has common sense. /endthread
Yea i can see people would like that =)
Personally i like a goal to be something i know i am going to get, not a system where its a possibility where i can never get it, even with unlimited scrolls, there is a possibility you waste the whole season to get a item you want.
And i can see that it may be a bigger “wow” moment when it finally hits.
And i need to admit its a good feeling when that triple crit on cd shako masterwork hits ! =)
But i personally like character progression is something i grind over time.
Like grinding currency or items to get better stuff for the build, not putting the earned upgrades into a slotmachine hoping it to hit 3 jokers.
Like the glyph upgrades. I would take a 15% upgrade to a glyph level instead of gambling 15% every upgrade.
This isn’t progression though. My build for example (Eternal Realm) is super fun but has been unnecessarily nerfed multiple times in a row. I am not Meta by any means but well functional comparatively next to other builds. Something like Pit 85 viable, maybe somewhere between that and pit 90.
However, because of how these systems functioned and the control it allowed me, the playstyle of the build was FUN, so it didn’t matter to me if I was the “top performer”.
These changes absolutely gut my already overnerfed build into oblivion, remove any control I had over it, and remove all of the fun factors it possessed.
This Dev team has a bad habit of changing things, just for the sake of changing things when what they should be doing is improving on existing systems, being aware of what makes something feel fun and rewarding, and aim to retain that feeling. Instead they just gut everything fun.
Masterworking is streamlined yes, but now it gives virtually no significant impact to your build. That’s the point here. No real impact. Who cares if the progress is guaranteed if the progress is meaningless and has no noticeable impact?
I think and sort of know there is a lot employees coming and going to the team. Resulting of what we see now, a total rework of systems that is working. (could use tuning, but works perfectly fine)
like the defense system. shuffling around what everything does, but at the end of the day, instead calling a shovel a shovel. its now called a “handheld dirt mover”
As for this change to masterworking / tempering.
Instead of doing what maybe some think was good, and asking for changes to masterworking because we didnt like it.
They then gave us a middleground of what we had before masterworking, YES, its a step in the wrong direction, but sometimes its good to admit you where wrong and where going to far. =)
And i have to say, the system we had before was not good, we had a lot of useless stats back before item overhaul.
Some may have returned but its not as bad as it was.
The kick in the balls for having a “brick” season when we finally get out of brik item shackles in core game is kinda wild tho =)