The bad thing about Masterworking though is if you hit 3/3 and are 12/12 on an item and then find an upgrade (and miraculously Temper it properly), it actually won’t be an upgrade likely until you hit 3/3 and 12/12 again.
What should happen at the very least is that Upgrading should be different than the 3 Critical Hits on Affixes you want. While this won’t fix everything, this makes Masterworking a linear system. Once you hit 12/12 on an item, that is it for that item. Once you hit 3/3 for that item, that is it for that item. You will never have to remasterwork 12 levels and at most reroll the 3 Critical Hits only.
It was.
They should just never have compromised on it.
What they should do, is making all the temper affixes work across skills. Same with all other affixes that narrowly affects one skill. That would drastically increase chances of getting a useful item.
And get rid of large affix ranges. Also increasing odds of finding useful items.
The first issue I have with Tempering is the randomness is not very random. I have seen this with Mastering as well. A specific affix you do not want will be the one selected 3-4 times in a row. Freak occurrence the first time, but when we see this the 2nd, 3rd, 4th, etc… it is a bug not a feature. Even if you get the affix you wanted with 5 items, that is 5x the frustration and aggravation of tempering. While enchanting can have its frustration, and certainly a cost, I do not get stuck with an item that is ‘bricked’. Bricked to me is the damage to distant for my melee or damage to close for my ranged. Bricked is hoping for the affix for the skill you have, not the one you do not have.
I do like the idea of Tempering in regards to how we players can ‘craft’ gear towards our specific needs or goals. It furthers the personal attachment to our characters and helps to build a character that is unique. Always part of the essence of RPGs was to create a character and have players make decisions on their build. Tempering can further that, can enhance that, but in its current form is just frustration in a game meant for fun. RNG, and poor implementation of RNG is not a challenge and should be removed. Forcing the player to face actual challenges to get currency is a better option (i.e. playing the game, collecting gold, then enchanting).
Stop wasting your lifetime on a system you can’t stand and can’t change.
I quit “gambling” the first month after they introduced tempering,
deinstalled and once in a while i check if “Blizzards Bricksmithing IV” is still an issue.
Yes, still an issue → wait another few months
No, no longer a game for addicts with addict arguments → great, install and have fun again
Blacksmith has levels. Each level the blacksmith gets better and narrows down your selection and potency of your selection.
Example…
Level 1 blacksmith is only good enough to do simple stuff and low potency. It cost very little and it takes x times to temper before item breaks. But you can temper from character level 1. Then the blacksmith scales up to 10-20 and the item you can select and at a higher potency as the blacksmith levels.
At higher level (8 or 15) your blacksmith should be able to get you the item you want at very low number. At max level (10 or 20) they are good enough they can give you exactly what you want at a certain % higher to a max level.
I just feel this would be better because of the progression and the pace.
How do you level blacksmith? Good question. It would have to be maybe combination of character level, materials, gold, etc.
The weighted RNG has to go as well. Even when an ancestral drops it is useless to the point of comedy. Every time I get an ancestral with GA to thorns while playing my sorc makes me want to beat my head on my desk. This happens quite often.
If you try to roll it off 90% of the affixes that pop are life per whatever, healing roll again, and life. Life can be useful but it pops on almost every roll when you are trying for something really helpful (+ to skill or passive) which have an insanely low roll rate.
Most of us understand the loot chase comes with alot of junk and useful drops take a bit of work to find. They have taken that to the point of futility THEN you have to traverse the tempering and MW gauntlets. It takes weeks to find an item only to see it turned to junk knowing it will take weeks to find another completely misses the mark when it comes to seasonal content.
The thought of having to do it all over again next season just turns me off to the whole thing. My experience with the PTR indicated S7 will not be any better in this regard. if so, the season will be very short for me and I will not be alone.
It’s RNG. Between my sorc and my sb I’ve probably bricked a half dozen items… but I’ve also got a half dozen perfect triple crit MW items between the two. Some I’ve gotten what I want on the first couple tries… some I’ve blown thru 40k obducite not getting what I wanted and went and farmed NMDs and hordes for 3 hours to get the mats to try again.
You are an outlier for one as I said most players won’t ever experience that.
Secondly, it is RNG, but needless. The players who play all the time can blow through as much Obducite as they want and need to eventually get whatever they want which it just really becomes a nuisance and a hassle.
The way MW is implemented makes zero sense. You have to Upgrade and start from zero each time making the item sometimes a downgrade. This prohibits a fluid progression system when you are sitting with an item on the side until you can 12/12 and 3/3 for it to actually be an upgrade.
MW item upgrading should be linear at the very least. Once you Upgrade it 12/12, it is done. If they want to keep the 3 benchmark crits in there, have it as a separate system.