Tempering Solutions

To improve the tempering system in a way that addresses player frustration, while maintaining balance and challenge, I suggest the following modifications:

  1. Weighted Randomness:

    • Affix Prioritization: Allow players to prioritize specific affixes before rolling. For example, if a player wants higher critical damage, they can assign a weight to that affix, increasing the likelihood of it appearing. This adds strategy and reduces the frustration of getting unwanted stats.
    • Tiered Rolls: Implement a tiered system where players have a higher chance to roll mid-tier or high-tier affixes based on their character’s level or the item’s quality. This prevents low-value affixes from appearing on high-end gear.

  2. Reroll Tokens:

    • Earnable Rerolls: Introduce tokens that players can earn through gameplay (e.g., completing difficult challenges or dungeons) that grant additional or guaranteed rerolls. This provides a safety net for those who invest time and effort into the game.
    • Crafting Integration: Allow players to craft reroll tokens or materials needed for tempering, offering a reliable way to prepare for rolling without relying purely on luck.

  3. Guaranteed Improvement:

    • Affix Improvement Mechanic: If a roll fails to improve the affix in any meaningful way (e.g., same stat but lower value), the system can automatically boost the next roll or provide a small increment to the existing affix. This ensures that players feel progress, even if they don’t get the perfect roll.

  4. Affix Protection:

    • Lock-in Affixes: Allow players to lock one or two affixes during tempering so that they can focus on improving the remaining stats. This adds more control and reduces the randomness, especially for items where only one or two stats need adjustment.

  5. Resource Management:

    • Dynamic Cost Scaling: Adjust the cost of tempering based on the number of affixes being rolled. Rolling for a single affix could be cheaper, while rolling for multiple affixes simultaneously would be more expensive. This incentivizes focused tempering.

  6. Transparency and Feedback:

    • Detailed Roll History: Provide a roll history showing what stats were rolled, including their probabilities. This transparency helps players understand the system better and makes it feel less arbitrary.
    • Player Feedback Loop: Create a system where the community can provide feedback on their tempering experiences, allowing the developers to make ongoing adjustments and balance changes.

  7. Challenge Mode:

    • Challenge Rolls: Introduce a mode where players can take on a challenge (e.g., completing a dungeon within a time limit) to guarantee a top-tier affix on a roll. This adds a skill-based element to tempering, rewarding players for their in-game performance.

These changes would provide players with more control and transparency, reducing the frustration associated with purely random rolls while maintaining the challenge and excitement of tempering.

2 Likes

In other words you want to keep on trying until you get the prefect roll.

1 Like

Nah im just making suggestions nothing more…

It’s called the Scroll of Retempering.

I hate tempering yet this is chatgpt crap

:grin: :grin: :grin: so many suggestions…I like 2nd point the most.
I think they won’t come true because the Devs don’t want to change the process of the gambling machine…No hope!

In Diablo 4, tempering is a valuable mechanic that allows players to reroll affixes on their gear. Here are some of the good things about tempering in the game:

  1. Customization: Tempering gives you more control over your character build by allowing you to tailor your gear’s stats to your needs. You can reroll specific affixes to better suit your playstyle, making your gear more optimized for your build.

  2. Efficiency: Instead of endlessly farming for that perfect piece of gear, tempering allows you to refine good gear into great gear. This reduces frustration and makes it easier to achieve a powerful setup without relying purely on RNG (random chance).

  3. Resource Management: While tempering requires specific resources, it allows you to make the most of the gear you already have, ensuring that you don’t waste potentially good items. By tempering, you can salvage gear that might have been discarded otherwise.

  4. Mid-Game Flexibility: As you level up and progress through Diablo 4, your build may change. Tempering lets you adapt your gear to new builds without completely replacing it, making your gear investments more flexible and lasting longer.

  5. Improved Endgame Potential: In the endgame, perfecting your gear becomes crucial for high-level content. Tempering helps fine-tune your equipment to reach peak performance, making you more competitive in difficult encounters and against tough bosses.

Overall, tempering is a key part of making your Diablo 4 experience more engaging and rewarding, helping you refine your gear to maximize your character’s potential.

Hummmm i can chat gpt too I guess.

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Get rid of crafting because it has no business in a game where the dopamine is derived from finding phat loot and overcoming the thing you couldn’t beat before with your newly found loot. With rng crafting your dopamine gets obliterated after too much cortisol from failed improvements.

I think these suggestions are too complex and basically just boil down to, “let me guarantee the affix I want.”

A better request would be, “help me get something relevant whenever I temper.”

I think they should:

  1. Put all the weapon tempers into the regular affix pool (or move them to offensive)
  2. Let weapons use resource and utility tempers instead of weapon
  3. Create a consumable that lets you seal an affix - you can do it once per item and it guarantees that the sealed affix won’t be overwritten except by the same affix with a higher roll
  4. Have items drop with random amounts of rerolls
  5. Have items sometimes drop with 1 temper already applied

It is not balancing. You would just make it more ez (not like I am against it)

If you would like to balance it. Just cut legendary drop rate in half and remove temper limit.

Same outcome and no frustration.

2 Likes

7 new procedure modules for scripting is tons of work and potentially many bugs to fix with results still below expectation from players.

might as well everyone focusing in giving 1 feedback: give us the option button to choose which tempering. then to roll from min to max let the RNG decide.

1 Like