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The forging potential thing is just not fun in late game. It's a great system when you're starting out on a new character. But it just ends up being straight up nondeterministic RNG that bricks 99.999% of items you attempt to craft. Such a poorly though out system imo.
If I could pick how to fix it or how to look at it. I would say that I want the minimum number of interactions to be roughly two to three times higher then it is now.
Currently it's about 2 or 3 if you don't count things that do not cost potential.
I would also just increase the chance of hope or make a rarer version of hope with a higher percent. They could easily keep the base rng the same if we had a rare way to be more deterministic.
The specific area of the game this benefits is breaking into empowered monoliths or getting into arena/dungeons as your requirements harshly increase.
It just does not feel good to have exalted items brick as often as they do.
I also feel like the game has plenty of rng in multi T6/7 drops (which ironically are easier to craft because they have less potential steps) and making better legendaries.
I liken it to the crafting you see in games like BDO which are designed to brick your items to force you to spend real money, except here it just does it for no reason at all except sadism
The only improvement was removing the 'shatter' effect that would reduce stats on an item.
Lol PoE is lightyears better than this. Just the fact that you can deterministically choose and/or change a modifier forever using the crafting bench makes it far and beyond a better system.
There is also the issue with a lot of T1 being the same as not adding a thing, so a T1 eating 20 FP really makes me stop playing.
Only way to improve realistically is for adequate purples to drop, and "letter to Santa" does not begin to cover that.
I't would be nice if forging potential would be a fixed number of attempts (with glyph of hope/critical success also if they want) or that you can also use gold to bypass some of the randomness, like when using a glyph of chaos. But this are just tho out of the blue, so who knows.
Crafting needs to be more deterministic and less dependant on having the perfect drop, which completly defies the crafting idea.
ROLF! WTF you are treating yourself with, I want some!
Crafting on PoE, aside the bench, is just a roulette, but not only that, is something mostly reserved for the 0.1% of players that have both the currency and the knowledge to craft top tier items.
PoE is well know on having useless items on the ground, you only collect currency and some highlights, out of the thousands and thousands of drops. Is on a very sad state and the devs acknowledge this.
In Last Epoch the RNG is distributed into finding a good item and being able to finish it without eating all forging potential. Is a genius system, simple to get into, simple to take max advantage of, accessible for everyone.
Stop talking nonsense.
At least with this crafting system you can turn a "meh" piece of gear into something extremely solid to potentially perfect. If anything, the crafting system allows drops in LE to be more relevant than other ARPGs because even ♥♥♥♥ pieces that have an affix you might need still become useful because you can shard them and then upgrade or addon to an actual workable piece.
Serious skill issue in this thread.
Its even better now with crafting potential instead of the shattering mechanic.. but even back then it was good.
Ajá. Your trolling attempt is qualified as 5/10 IGN. Next.