I disagree, they are both crafting systems, one is significantly simpler than the other D2 had a good system, you crafted your item from drops. The most important take from what I am saying. You are putting a lot of effort into an item for it to fail, at least with runewords, the effort never resulted in a failure.
Except it stacks onto the finding RNG, tempering is the first thing you do as soon as you get an item, once you find a good item you beleive is worth upgrading you temper it, if it fails, its not worth upgrading. You have 5 attempts to get at least 1 stat you want as you REQUIRE 2 temper stats to start masterworking.
If you don’t get it, you start again, finding another item.
The way this is done is stupid. You play this game to find good stuff. You find it you feel good. You temper it, have bad rolls and now the you feel bad.
You should never feel bad for playing a game, it is dumb game development.
Also, if you want to have a risk/reward system stop making it Rng. There are better ways to do it. Take nioh for example.
You can take an item and offer it at a shrine. Then you will have to make a challenging mission. If you win that mission, you get the Item upgrades +1. If you fail however the Item will be destroyed.
There is no Rng that way, you either manage to win or you lose. You decide if you wanna risk it and if you fail you can only blame yourself.
Pretty much. When I think of a great crafting system I think of FFXIV. You first gathered the materials you needed, then you played a minigame where you craft the item by doing a skill rotation.
Use this skill to give yourself a buff, work the leather to fill up the XP bar, use another skill to restore durability of the item so you can work the leather again, etc. It was surprisingly great. And even if you failed to make a high quality item, you would still level up your crafting skill so you would have better luck next time.
You are clearly confused. Eternal is very much part of the game and quite enjoyable for a lot of players.
I see more activity there than on seasonal now because of the itemization-changes, and not everyone wants to start over every 3 months, but instead would like to take their time to properly min/max their characters.
I agree. Was excited to hear about the reworks and disappointed, but not suprised, by this garbage. I tempered by first piece of gear and might just wrap this game up and spare myself the frustration.
There is no reason we cant get unlimited rerolls… without making it stupid expensive