As if it helps to have one or 3 more tempering rolls when the obvious weighted system are in each tempering category.
Without a weight system in each category, it might not be as bad.
It’s so rare to find some regular items with 3 ideal affix, cuz the affixes also have a weight system. It’s pretty much pointless to try to reroll some affixes to get a skill or cooldown reduction. You have to wait to find an item with that affix first, then reroll one of the other two.
Reduce the number of affixes, reduce the number of tempering recipes in each category, remove the weighted system, double the number of tempering rerolls for items, add one tempering reset for normal items and each GA on an item allows one extra tempering reset.
It is a RNG system designed to keep you going, thats what ARPGs do. If you are easily handed all the perfect stuff within the first 2 weeks of a season. What is the point of playing on? Does it annoy me too, yes. Do I deal with it though, yes.
I have all the legendary (orange) mats up the wazoo. Forgotten souls, etc. Why not dramatically increase the cost in mats after the old tempering limits are reached? Why do we get so many of these mats while playing the game, but have no use for the hundreds or thousands of them that we accumulate.
On the other hand, it’s super easy to burn through 10s of millions of gold by enchanting or resetting masterworking.
The balance and use of the multitude of mats in this game is totally out of whack and shows a lack of foresight and planning on behalf of the developers.
The amount of time 90% of the players play in 2 weeks is pretty the same amount of time the 9% play in two days and about the same amount of time the 1% play in one day.
90% will play 5-10 hours per week, 9% will play 10-20 hours in two days, 1% will play 15-18 hours per day.
What seems a lot for the 10% is pretty much the whole season for 90% of the players.
They’ve already done this. More needs to happen for sure, but there’s already a good amount that have been reduced to three affixes.
I know people think they’re weighted, but no one takes into account when you actually get the affixes you want versus when you don’t. Some ones already painstakingly done the testing on this and found out they’re all even across the board. No this doesn’t help your current situation, or alleviate the pain when you get the same affix 5 to 20 times in a row, but tempering isn’t weighted.
The exception confirms the rule. One temper roll perfectly that the 300 other rolls that are bogus does not means it’s not weighted.
The affix rerolls have a weight, anything at the bottom of the available affixes are barely impossible to roll. If it wasn’t weighted, we would get affixes all over the place. But no, 80% of the rerolls are from the top of the list.
Temper reroll have a weight, the most useless rolls are always the more common that wins. In a list of 3, it feels like 60-30-10. The most useless will win 60% of the time, the 2nd most useful will win 30% of the time, and the most useful only 10% of the time.
Many streamers have confirmed the affix weighted list. If they use weight systems in one area, pretty much confirmed they use that philosophy everywhere.
Speculation versus hard data would prove otherwise. I understand your own personal bias, and those with similar experiences would say otherwise. I get it, it sucks when you get nothing but 1 particular affix to show up in tempering.
However how many times have you attempted to actually reroll a temper you actually wanted on a piece of gear? That’s my point, and no one takes into account the many you’ve tempered where you got what you wanted, then stopped. Obviously you wouldn’t attempt to reroll multiple times.
Again though this has been tested by a handful of people with almost identical results. Over the long run all tempering affixes even out in terms of probability appearing on your gear. We’re talking sample sizes of 1-10k. Not just 30 attempts by an angry customer.
The bias here is from your positive point of view. Tempering is the sore subject for wasting difficult to find items by a lot more than just 30 players. Do you actually play the game a lot? It’s impossible to find someone that plays a lot to find that system works. Never have I seen someone saying it was positive. No where. But I find a lot of participants here that don’t even play the game anymore or barely plays it.
I’ve talked about this a few times in other threads and even did a very small amount of data collection (keeping track of my rolls); i’ll not re-hash that here…
But…
Last night… A good, 3GA beat the system, and got nearly max temper rolls. I’m still in disbelief… one made it fellas, one made it!
I said 30 attempts by an angry customer, not 30 customers. Again it’s bias toward that one item you took forever to get, then failed horribly on. This repeats multiple times, and you never pay any attention to the items where you got it on any of the number of attempts. You always remember the bad experiences.
I’m not saying my temperings are perfect, by any means, I’ve gotten horrible rolls on probably the majority of my items. However I actually have really good items where I did get the tempering affixes I wanted.
Until you’ve actually done the testing to prove otherwise like other people have, I’m just going to chalk you up to another angry customer. This isn’t to say the system couldn’t use some tweaks. I’m just saying the tempering system isn’t weighted, that’s all.
Honestly anything is worth a try, the tempering system, as it currentlt is, is one of the most infuriating aspects of the game, especially due to the weight system.
What we need is more and better uniques so we can throw all the “rares with an aspect” (refuse to call the “legendaries”) into the trash where they belong along with their aspect library and their stupid tempering mechanics.
Leave tempering to early game where it’s great to slap life and damage on some random items.