Tempering has no diversity

The tempering that exists today is mostly worthless on most items. Only tempers like crit chance, cooldown reduction, and max health really have any real weight behind them. All that additive damage is basically worthless. You really only take it to min/max, but in the late game, it’s not going to help you get any further with your build.

The previous system may have been frustrating, but at least it had good choices that had a noticeable impact on the build.

You’re correct. Tempering has become a flattened system. Still, it is what the players wanted. The game will be a pancake by S18.

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Stop giving the devs ideas

He’s not complaining about having infinite possibilities, but about only having enough lives for armor. We don’t even have 10 decent tempering options.

Lol not even close. Tempering is about as unexciting as you can get. Tempers should all be Utility Based modifiers. It is so watered-down now. The OP is exactly correct. You slap on +Crit or +Attack Speed if DoT to Weapons. Jewelry is probably CDR. Armor is highest EHP value, probably Armor, Max HP, or single Resist - Resolve Stacks are pretty much gone, and Gloves you put +Damage as whatever the highest Additive value is

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The 12-headed Hydra is gone. The build with 20 razor wings doesn’t exist. Increasing the size of the Paradise Spear is no longer possible. We’ve lost builds. The tree fails in its purpose of giving us more options.

The problem isn’t tempering. Tempering just falls into the same trap as regular item affixes. It’s the lack of broad usefulness among affixes.

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100% this, I like a lot of the LoH changes, but this isn’t one of them.

Previously, we had way more unique functionality, and had to choose things which synergized well with our build. It was so much more interesting and rewarding.

Hell, I had whole builds that were basically enabled or created by some of the tempers.

Now… look at weapons… it’s pretty much just ‘pick a damage multiplier’. It has been gutted to the point where there’s almost nothing left.

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With the crit loss every single build except dot I guess is going to do crit chance on weapon now as its even more mandatory to do so. ITs completely lost any choice on weapon. Tempering definitely has issues.

You know what would be interesting, if they removed the item innate properties from the affix pool (since they were yoinked from the item and put there in S13), and instead put them on tempering, and added more. Like you could pick if you wanted your boots to have +dodge or +dodge c/d on attack, and add a few more as utility. And tempering could “turn” a sword into a wand by tempering a different affix onto it.

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I would not go that far. However, it really could use many more options per skill. Then again, I am not certain those would work well either since we have options now that cannot compete with other options because balance is lacking.

im with you op, current Tempering is more boring then anything. Choices are between life and armor on defensive pieces cause almost anything else(except idiotic resolve temper) is useless. and crit/as on weapons. The offensive temper became more or less useless outside of an unintended dmg boost thru op stacks, they completely overlooked how much dmg we could add with it.

So yeah either remove it, or make it utility only so we can have some fun with tempering, but making only 4(6) outcomes viable and everything else garbage tier, is not fun at all, it is the most boring system we ever had. And trying to GA every temper with this clunky ui only makes this more annoying, cause why is there rng if u have infinite rerolls anyway?

Yes .also crit Chance IT Is not only problem with tempering . We loose a lot of crit Chance in itemization,So GF Will be mandatory for almoust all builds Now . Barbs Are ok becouse they can still use more weapons ,but other classes Will use GF And nothing else .

Yes, but that also happens in the tree. 5% critical chance??? Sounds like a joke. Some nodes are terrible. And I thought we’d see continuous improvement throughout the seasons. Which didn’t happen.

You seem to mix up two things: how tempering should work - right now it is GREAT (= less stupid time wasting RNG) - and how deep the mechanics of affixes & ability tree should communicate

Tempering is great. The “damage formula” is less. Ex: Necro blood wave being the only build enabling you to go far in T12 & the pit, is ridiculous. Cannot be solved with any tempering mechanics.

Must be solved with base damage & paragon & charms & weapon affixes . Tempering is just a nice optimisation layer

okay then lets look at our options for defensive items.
Option A More HP = always valuable
Option B Armor = good, up to a certain point, then only HP gives good enough EHP
Option C All Res = good, up to a certain point(not as good on int classes)
Option D resolve = stupid OP mechanic, should never be temperable
Option E single res = cmon who takes that, trash
Option F thorns = nice joke
Option G Fortify or Barrier generation, seriously who would take that over hp
Option H lucky hit = another useless stat as of right now
Option I Impairment reduction (option I, KEKW) useless
Option J Crowd Control Duration, suuuuure, i really need that over hp (useless)

so only 3 options that you realistically want on your def slot temper(resolve hopefully gets removed) and 7(i counted single res as 1 stat) stats you would never put there. So where are the great choices?

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Resistances are antiquated now. What should have happened is that Armor should have stayed as Physical Defense and Elemental Resistances changed to Magic Defense. Itemization and Paragon should cover players solely as they progress with more meaningful affixes.

Jewelery would have Magic Defense values and Armor Physical Defense inherently, no tempers or affixes.

In other news, +Weapon Damage should not be an Affix. There are too many xDamage Affixes.

Tempers are shallow as heck.

Then you have a bunch of absolute land mine affixes. Itemization wouldn’t be that bad of those did not exist. Pretty sure Blizzard keeps these solely to slow player progression down.

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The only part about Tempering that is good now is that it is deterministic. At a certain point, you just become resource starved for scrolls because the only thing that matters is hitting a GA, having a range on the Recipe is superfluous really.

As for the Tempering Recipes themselves, they were absolutely gutted. It should all be Utility based allowing more customization for characters not just being a bland 5th Affix.

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The sad thing is deterministic systems are anti-arpg and don’t belong. It’s a pointless system now of just roll till you get what you want with no limit or friction.

Maybe S4. I have yet to ever run out. I’ve finished each season with 100s.

I think we both agree to this.

Not everything needs to be RNG. Leveling is deterministic. As you level, generally Attributes scale up and you gain Skill points. This is entirely deterministic and what is often referred to as Vertical Progression.

With Itemization, RNG in an ARPG is the core identity associated with a grind. This does not mean that everything has to be RNG. Many games like Grim Dawn have Enhancements and Augments. This is how Tempering SHOULD work. It is entirely deterministic and generally a grind for the materials that allows you to customize gear to supplement the Affixes and either shortcomings of your Build and bad RNG, or amplify your build.

These systems stack on top of the RNG Itemization (that is miles more interesting than D4). It is an evolving system that as you change Items out, you might also change Augments and Enhancements.

As it relates to RNG, all of the RNG needs to be front-loaded in the drops. We need way less time spent in The Cube and more item hunting.

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