Yes, it’s great that it’s being added, and it should be added, but there needs to be adjustments to how tempering affixes are weighted, or just how tempering works in general.
I can already foresee players tempering an item 6 times, bricking it, using a scroll, and then tempering it 6 times and getting the same exact affix all 12 times and still bricking it.
I know a lot of work was done on this system, and it’s a core piece of the gameplay now. But it needs work. Not just a scroll. (“Oh, this’ll fix it guys, just throw a scroll at them, no problem.”)
And no, I don’t want the correct affixes handed to me, but I shouldn’t get 6 of the same affix in a row.
Currently there’s 2 pain points to tempering. 1) Getting the exact same wrong affix 6 times in a row. 2) Getting the lowest possible value when you do finally get the right affix.
I would prefer each temper opportunity always gives us a different affix, but with a lower chance of getting a high roll. Then we spend Tempering Scrolls to keep trying to get the affix values higher. Each time I use a scroll, it gives me back my tempering opportunities, but I have to find the correct affix again, but I also have a higher chance of the values being higher. Then I feel like I’m working towards something, rather than leaving it all up to RNG. And this will create a more streamlined experience, rather than one player really enjoying the game because they always get the right temper rolls on the first try, versus someone who rarely gets the right affixes and are continuously using Tempering Scrolls to find the right affixes.
I’m not saying remove the RNG of it, but kind of ease the RNG of it. You still can brick an item, because even if you have 4 options on a tempering recipe, you could roll 3 of the 4 options, just not the same one back to back, and still not get what you’re looking for. But at least I won’t see the same exact affix 6 times in a row.