Temper = not playing game but playing casino

Sure, but this isn’t item crafting, it is just finishing the item roll from the item that dropped. Adding the two “missing” affixes.

I bet people wouldn’t be too happy either, if they had to find a few high runes before they could go beyond three affixes on an item.

They are not very comparable systems.

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.

The effort put into Tempering an item is close to zero however.
A few clicks and some very easy to get materials.

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.

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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.

Here it’s pick a stat and pull the lever.

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.

Lastly, not every season is worth playing either.

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There’s a whole lot of “this other game is better” but you’re all here anyway. :rofl:

  • big plus to topic starter. agreed 100% !
    Tempering how it is - a disaster.

Give us a posibility to reset, make it expensive idk.
Or give unlimited rolls with scaling price.
Now its a bull***.

PS should admit, that Tempering is the only thing you failed with ! Good job on “loot reborn”. Game alive again !

PPS Or rename Tempering into - Item “Ruining” :grin:

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

Here’s an idea:

Anyone play Dragon Quest XI?

I’d love it if that whole game’s crafting system was put into D4 and called “tempering”

There are at least 5 active threads about this. Thought game was 18+…