I argued a lot about eliminating the tempering limit during the PTR, and a common argument in favor of maintaining the limit was “it’s rewarding to succeed after failing”. ( ← This is an oversimplification)
I’m quite impressed not to see this argument lately. It may just be a coincidence (I haven’t read all the posts), but something tells me it’s not.
So, I’m making this post to ask: After testing the system, Do you still think it’s fun?
(Personally: “bricking” an item was never fun for me)
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yeah i think it’s still times better than masterworking, if they add option to reroll that would be a disaster. But option to remain on your last attempt is ok for me.
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I hated it just from patchnotes and after testing…still hate it. It sucked good feeling from looting good items. Now you need to “drop” good item twice in a row.
its one of two big L this seasson (I mostly love the rest tbh)
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I would not say that the tempering system is perfect. But I also know that unlimited tempering is certainly bad for the game.
Bricking a good 3GA item was never ideal, but thats was due to your poor decision making and fake sense of gambling superstition. Which means its a you problem when you do not know when to stop.
RNGesus exist for a reason in ARPG.
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I have “lost” normal items even with “safe” rolls (+50% chance to get something useful per roll) and without trying to get maximum rolls… just trying to get something useful.
So no, it’s not just a “bad player” error.
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its never a bad player problem.
Its bad player + bad luck problem.
Sorry son, you have both.
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I know, that’s why I don’t like it. And the more you play the game, the more likely you are to have a streak of bad luck and feel the same pain. (Assuming that we are talking about the future as a whole and not about individual instances. I know how probabilities work, OK.)
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I still fail to accept the argumentation from people by saying “but it is just as RNG as finding a good item”
No it is not.
The issue with tempering is that it doesn’t extend the RNG chance pool of good drops (like having more possible affix rolls on items. Which makes it harder to find an item with the affix you want) but it adds rather a 2nd layer of RNG which can completely nullify the 1st layer.
Let’s imagine you find a 3GA item (which i have never found in my life yet and i’m lvl 100) and you even find a 3GA item with the affixes on it you need.
Normally that would spark a huge joy in anyone for finally achiving someting you desired so long. And instead of that, what will you feel? Fear…fear of tempering. Because i will bet my head that the tempering will give you affixes in the item you don’t need and thus making the item a total trash which you can now salvage.
Tempering max limit needs to go. Period.
Also did you guys notice how the devs made a sidestep here?
They limited the legendary affixes from 4 to 3, and deleted some base item affixes just to replace them with tempering affixes.
At this point it would be even better if they just had added the tempering affixes to the item affix drop pool
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Yeah I was just about to post the above.
They should separate the awful feeling that bricking brings from the GA system since you want to feel good when getting a GA dropped.
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yes its great. leave it as is
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thats part of the game, you cant take out the RNG and making tampering unlimited is not the answer.
The funny thing is that removing the limit does not remove the RNG.
So yes, it is one of the answer. There are many answers to this problem.
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and go back to square 1? no thank you.
As I say before, tempering is not perfect but I have no idea how to improve it. (maybe more chances, but even if 10 chances are given, there will still be cryer)
But I know this for sure, unlimited tempering is not the answer.
At this point…it wouldn’t be any worse.
Because YES i agree with you, tempering is not perfect. Thus not an improvement.
I freaking loved the concept of tempering when i first booted up this season. Because it could have been perfect. Even just by eliminating the max temper chances.
Unlimited tempering would be the naswer. Just as you have unlimited enchantments on item affixes at the occultist. So why is there no limit, but there is one on tempering?
Makes no sense.
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I think this happens because you still don’t ask yourself: why isn’t it perfect?
The answer is because it makes the player feel bad.
Then you have to ask: What makes the player feel bad?
And the answer is “he feels like he loses something.”
So how do you make the player feel like he’s not losing anything?
The answer to that question is the correct answer to the Tempering problem, and as I said, there are many correct answers.
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well than may be tempering shouldn’t provide gamechange bonuses? only slightly improve your gear?
But this will lead to a shorter seasonal lifetime.
Even if your found answers are not ones which i would agree with…this is a very logical and fair evaluation of this problem.
It’s an answer, but one that makes the player feel that Tempering is not rewarding and one that leads to later removal or reworking of the system.
Every week I find an answer that I like more than the previous one, so there is surely one that the majority likes. (This is the current one: The definitive solution for Tempering (and Masterworking) RNG )
But there will always be someone who is not happy, and that is not a problem when there are very few of them.
Tempering is only a problem because it causes bad feelings for many.
My issue is that bricking is coupled with the GA system.
I’m actually fine with the tempering system otherwise, but that doesn’t make sense because of the above (bricking is part of the tempering system). If we don’t have GA then I’m perfectly fine with the whole tempering system, including the limited rerolling.
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What are you blathering on about? If the tempering roll hits a skill I can’t use every single time then how’s that a me problem?
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