Orbs Bound to Account - medicine for broken economy

Goetz, is there a specific reason why you cut out the entire point when quoting my post?

the problem isn't the rarity of orbs alone.
it is the rarity vs. what they actually do (add one bloody affix, ffs dear Exalt).
and how much (unlimited, unbiased, ungivingafuck) power RNG has in the entire process.
any process. anywhere.
so. much. fucking. RNG.

which makes them suck as crafting materials.
heck, PoE didn't even have an actual crafting system to speak of, until Masters got into the game.
and even then it's still more shopping than crafting.

Grim Dawn? that's a brilliant crafting system! what the hell are you even talking about?
I'd be happy if PoE had crafting half as good.

but we have economy instead right? why craft when you can just pull out a bunch of Exalts or Chaos and say "wtb pls. ur hideout? kthx"...
better still: gamble. throw orbs until something random happens.
or you lose your pants. ask the Templar.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Zuletzt bearbeitet von johnKeys#6083 um 13.07.2016, 14:59:46
The entire system is somewhat flawed by how rare exalt orbs are. They are so rare only the truely rich are yolo exalting as everyone else its just better to buy what u want or need. So exalts are just the base currency and hardly anyone uses them for their actual use. If exalts where 5 or even 10 times more common the entire system would work better for crafting.
"
Prebornfetus schrieb:
The entire system is somewhat flawed by how rare exalt orbs are. They are so rare only the truely rich are yolo exalting as everyone else its just better to buy what u want or need. So exalts are just the base currency and hardly anyone uses them for their actual use. If exalts where 5 or even 10 times more common the entire system would work better for crafting.


hopes are up the incoming new currency is a addition similar to the exalted orb but only works for items with a itemlevel smaller 70
age and treachery will triumph over youth and skill!
Zuletzt bearbeitet von vio#1992 um 13.07.2016, 17:55:33
That would not be enough. The main way to improve crafting is to exclude lower tier affixes from eligibility on high ilvl items. Then the only RNG you combat is which affix you get and the exact value range said affix can roll.

Reference this for a more complete list.

Let's say you are making a blue (magical) amulet of ilvl 50.

Possible Prefixes
Spoiler
Adds # - # Physical Damage to attacks
Local Minimum Added Physical Damage
Local Maximum Added Physical Damage

iLvl 5: 1 / 2 (Glinting)
iLvl 13: 2 to 3 / 4 to 5 (Burnished)
iLvl 19: 3 to 4 / 6 to 7 (Polished)
iLvl 20: 3 to 5 / 7 to 9 (Elreon lvl 6)
iLvl 28: 4 to 6 / 9 to 10 (Honed)
iLvl 35: 5 to 7 / 11 to 12 (Gleaming)
iLvl 44: 6 to 9 / 13 to 15 (Annealed)
iLvl 52: 7 to 10 / 15 to 18 (Razor Sharp)
iLvl 64: 9 to 12 / 19 to 22 (Tempered)
iLvl 76: 11 to 15 / 22 to 26 (Flaring)
Adds # - # Cold Damage to attacks
Attack Minimum Added Cold Damage
Attack Maximum Added Cold Damage

iLvl 2: 1 / 2 (Frosted)
iLvl 13: 3 to 4 / 7 to 8 (Chilled)
iLvl 20: 10 to 12 / 17 to 22 (Elreon lvl 6)
iLvl 21: 5 to 7 / 10 to 12 (Icy)
iLvl 29: 6 to 9 / 13 to 16 (Frigid)
iLvl 37: 8 to 11 / 16 to 19 (Freezing)
iLvl 50: 10 to 13 / 20 to 24 (Frozen)
iLvl 60: 12 to 16 / 24 to 28 (Glaciated)
iLvl 71: 14 to 19 / 29 to 34 (Polar)
iLvl 77: 17 to 22 / 34 to 40 (Entombing)
Adds # - # Fire Damage to attacks
Local Minimum Added Fire Damage
Local Maximum Added Fire Damage

iLvl 1: 1 / 2 (Heated)
iLvl 12: 3 to 5 / 7 to 8 (Smoldering)
iLvl 20: 5 to 7 / 11 to 13 (Smoking)
iLvl 20: 10 to 13 / 20 to 26 (Elreon lvl 6)
iLvl 28: 7 to 10 / 15 to 18 (Burning)
iLvl 36: 9 to 12 / 19 to 22 (Flaming)
iLvl 48: 11 to 15 / 23 to 27 (Scorching)
iLvl 59: 13 to 18 / 27 to 31 (Incinerating)
iLvl 70: 16 to 22 / 32 to 38 (Blasting)
iLvl 76: 19 to 25 / 39 to 45 (Cremating)
Adds # - # Lightning Damage to attacks
Local Minimum Added Lightning Damage
Local Maximum Added Lightning Damage

iLvl 3: 1 / 5 (Humming)
iLvl 13: 1 / 14 to 15 (Buzzing)
iLvl 20: 1 to 4 / 36 to 39 (Elreon lvl 6)
iLvl 22: 1 to 2 / 22 to 23 (Snapping)
iLvl 30: 1 to 2 / 27 to 28 (Crackling)
iLvl 38: 1 to 3 / 33 to 34 (Sparking)
iLvl 50: 1 to 4 / 40 to 43 (Arcing)
iLvl 58: 2 to 5 / 47 to 50 (Shocking)
iLvl 69: 3 to 6 / 57 to 61 (Discharging)
iLvl 76: 3 to 7 / 68 to 72 (Electrocuting)
#% increased Elemental Damage with Weapons
Weapon Elemental Damage +%

iLvl 4: 5 to 10 (Catalyzing)
iLvl 15: 11 to 20 (Infusing)
iLvl 30: 21 to 30 (Empowering)
iLvl 60: 31 to 36 (Unleashed)
iLvl 81: 37 to 42 (Overpowering)
+# to Energy Shield
Base Maximum Energy Shield

iLvl 3: 1 to 3 (Shining)
iLvl 11: 4 to 8 (Glimmering)
iLvl 15: 14 to 16 (Elreon lvl 3)
iLvl 17: 9 to 12 (Glittering)
iLvl 23: 13 to 15 (Glowing)
iLvl 25: 17 to 20 (Elreon lvl 4)
iLvl 29: 16 to 19 (Radiating)
iLvl 35: 20 to 22 (Pulsing)
iLvl 35: 21 to 23 (Elreon lvl 7)
iLvl 42: 23 to 26 (Seething)
iLvl 50: 27 to 31 (Blazing)
iLvl 59: 32 to 37 (Scintillating)
iLvl 68: 38 to 43 (Incandescent)
iLvl 74: 44 to 47 (Resplendent)
iLvl 80: 48 to 51 (Dazzling)
#% increased Energy Shield
Local Energy Shield +%

iLvl 3: 2 to 4 (Protective)
iLvl 18: 5 to 7 (Strong-Willed)
iLvl 30: 8 to 10 (Resolute)
iLvl 42: 11 to 13 (Fearless)
iLvl 50: 5 to 20 (Elreon lvl 7)
iLvl 56: 14 to 16 (Dauntless)
iLvl 70: 17 to 19 (Indomitable)
iLvl 77: 20 to 22 (Unassailable)
#% increased Evasion
Local Evasion Rating +%

iLvl 2: 2 to 4 (Agile)
iLvl 19: 5 to 7 (Dancer's)
iLvl 30: 8 to 10 (Acrobat's)
iLvl 42: 11 to 13 (Fleet)
iLvl 50: 5 to 20 (Elreon lvl 7)
iLvl 56: 14 to 16 (Blurred)
iLvl 70: 17 to 19 (Phased)
iLvl 77: 20 to 22 (Vaporous)
#% increased Armour
Local Physical Damage Reduction Rating +%

iLvl 2: 2 to 4 (Reinforced)
iLvl 18: 5 to 7 (Layered)
iLvl 30: 8 to 10 (Lobstered)
iLvl 42: 11 to 13 (Buttressed)
iLvl 50: 5 to 20 (Elreon lvl 7)
iLvl 56: 14 to 16 (Thickened)
iLvl 70: 17 to 19 (Girded)
iLvl 77: 20 to 22 (Impregnable)
+# to maximum Life
Base Maximum Life

iLvl 1: 3 to 9 (Hale)
iLvl 5: 10 to 19 (Healthy)
iLvl 11: 20 to 29 (Sanguine)
iLvl 15: 15 to 24 (Elreon lvl 2)
iLvl 18: 30 to 39 (Stalwart)
iLvl 24: 40 to 49 (Stout)
iLvl 25: 25 to 34 (Elreon lvl 4)
iLvl 30: 50 to 59 (Robust)
iLvl 35: 35 to 44 (Elreon lv 6)
iLvl 36: 60 to 69 (Rotund)
iLvl 44: 70 to 79 (Virile)
iLvl 54: 80 to 89 (Athlete's)
#% of Physical Attack Damage Leeched as Life
Life Leech From Physical Damage %

iLvl 50: 0.2 to 0.4 (Remora's)
iLvl 60: 0.6 to 0.8 (Lamprey's)
iLvl 70: 1 to 1.2 (Vampire's)
#% of Physical Attack Damage Leeched as Mana
Mana Leech From Physical Damage %

iLvl 50: 0.2 to 0.4 (Thirsty)
iLvl 70: 0.6 to 0.8 (Parched)
+# to maximum Mana
Base Maximum Mana

iLvl 1: 15 to 19 (Beryl)
iLvl 11: 20 to 24 (Cobalt)
iLvl 15: 17 to 21 (Elreon lvl 2)
iLvl 17: 25 to 29 (Azure)
iLvl 23: 30 to 34 (Sapphire)
iLvl 25: 22 to 26 (Elreon lvl 4)
iLvl 29: 35 to 39 (Cerulean)
iLvl 35: 40 to 44 (Aqua)
iLvl 42: 45 to 49 (Opalescent)
iLvl 51: 50 to 54 (Gentian)
iLvl 60: 55 to 59 (Chalybeous)
iLvl 69: 60 to 64 (Mazarine)
iLvl 75: 65 to 68 (Blue)
iLvl 81: 69 to 73 (Zaffre)
#% increased Spell Damage
Spell Damage +%

iLvl 5: 3 to 7 (Chanter's)
iLvl 20: 8 to 12 (Mage's)
iLvl 38: 13 to 17 (Sorcerer's)
iLvl 56: 18 to 22 (Thaumaturgist's)
iLvl 76: 23 to 26 (Wizard's)
#% increased Rarity of Items found


Possible Suffixes
Spoiler
+# to Accuracy Rating
Local Accuracy Rating

iLvl 1: 5 to 15 (of Calm)
iLvl 12: 16 to 60 (of Steadiness)
iLvl 20: 91 to 120 (Elreon lvl 3)
iLvl 20: 61 to 100 (of Accuracy)
iLvl 26: 101 to 130 (of Precision)
iLvl 30: 121 to 150 (Elreon lvl 5)
iLvl 33: 131 to 165 (of the Sniper)
iLvl 41: 166 to 200 (of the Marksman)
iLvl 50: 201 to 250 (of the Deadeye)
iLvl 63: 251 to 320 (of the Ranger)
iLvl 76: 321 to 400 (of the Assassin)
+# to All Attributes
Additional All Attributes

iLvl 1: 1 to 4 (of the Clouds)
iLvl 11 : 5 to 8 (of the Sky)
iLvl 20 : 6 to 11 (Elreon lvl 4)
iLvl 22 : 9 to 12 (of the Meteor)
iLvl 33 : 13 to 16 (of the Comet)
iLvl 44 : 17 to 20 (of the Heavens)
iLvl 55 : 21 to 24 (of the Galaxy)
iLvl 66 : 25 to 28 (of the Universe)
iLvl 77 : 29 to 32 (of the Infinite)
+# to Dexterity
Additional Dexterity

iLvl 1: 8 to 12 (of the Mongoose)
iLvl 11 : 13 to 17 (of the Lynx)
iLvl 20 : 16 to 20 (Elreon lvl 2)
iLvl 22 : 18 to 22 (of the Fox)
iLvl 30 : 21 to 25 (Elreon lvl 4)
iLvl 33 : 23 to 27 (of the Falcon)
iLvl 44 : 28 to 32 (of the Panther)
iLvl 55 : 33 to 37 (of the Leopard)
iLvl 66 : 38 to 42 (of the Jaguar)
iLvl 74 : 43 to 50 (of the Phantasm)
iLvl 82: 51 to 55 (of the Wind)
+# to Strength
Additional Strength

iLvl 1: 8 to 12 (of the Brute)
iLvl 11 : 13 to 17 (of the Wrestler)
iLvl 20 : 16 to 20 (Elreon lvl 2)
iLvl 22 : 18 to 22 (of the Bear)
iLvl 30 : 21 to 25 (Elreon lvl 4)
iLvl 33 : 23 to 27 (of the Lion)
iLvl 44 : 28 to 32 (of the Gorilla)
iLvl 55 : 33 to 37 (of the Goliath)
iLvl 66 : 38 to 42 (of the Leviathan)
iLvl 74 : 43 to 50 (of the Titan)
iLvl 82: 51 to 55 (of the Gods)
+# to Intelligence
Additional Intelligence

iLvl 1: 8 to 12 (of the Pupil)
iLvl 11 : 13 to 17 (of the Student)
iLvl 20 : 16 to 20 (Elreon lvl 2)
iLvl 22 : 18 to 22 (of the Prodigy)
iLvl 30 : 21 to 25 (Elreon lvl 4)
iLvl 33 : 23 to 27 (of the Augur)
iLvl 44 : 28 to 32 (of the Philosopher)
iLvl 55 : 33 to 37 (of the Sage)
iLvl 66 : 38 to 42 (of the Savant)
iLvl 74 : 43 to 50 (of the Virtuoso)
iLvl 82: 51 to 55 (of the Genius)
#% increased Cast Speed
Base Cast Speed +%

iLvl 2: 5 to 7 (of Talent)
iLvl 15 : 8 to 10 (of Nimbleness)
iLvl 30 : 11 to 13 (of Expertise)
#% increased Critical Strike Chance
Critical Strike Chance +%

iLvl 1: 10 to 14 (of Needling)
iLvl 20: 15 to 19 (of Stinging)
iLvl 30: 27 to 32 (Elreon lvl 6)
iLvl 30: 20 to 24 (of Piercing)
iLvl 44: 25 to 29 (of Rupturing)
iLvl 59: 30 to 34 (of Penetrating)
iLvl 72: 35 to 38 (of Incision)
#% increased Global Critical Strike Multiplier
Base Critical Strike Multiplier +%

iLvl 8: 10 to 14 (of Ire)
iLvl 21: 15 to 19 (of Anger)
iLvl 30: 20 to 24 (of Rage)
iLvl 44: 25 to 29 (of Fury)
iLvl 59: 30 to 34 (of Ferocity)
iLvl 74: 35 to 38 (of Destruction)
Legacy
iLvl 8: 7 to 12 (of Ire)
iLvl 21: 13 to 26 (of Anger)
iLvl 31: 27 to 39 (of Rage)
iLvl 45: 40 to 53 (of Fury)
iLvl 59: 54 to 66 (of Ferocity)
iLvl 74: 67 to 70 (of Destruction)
+# Life gained on Kill
Base Life Gained On Enemy Death

iLvl 1: 3 to 6 (of Success)
iLvl 23: 7 to 10 (of Victory)
iLvl 40: 11 to 14 (of Triumph)
+# Life gained for each Enemy hit by your Attacks
Base Life Gain Per Target

iLvl 8: 2 (of Rejuvenation)
iLvl 20 : 1 to 2 (Elreon lvl 5)
iLvl 20 : 3 (of Restoration)
iLvl 30 : 4 (of Regrowth)
+# Mana gained on Kill
Base Mana Gained On Enemy Death

iLvl 1: 1 (of Absorption)
iLvl 24: 2 to 3 (of Osmosis)
iLvl 40: 4 to 6 (of Consumption)
#% increased Cold Damage
Cold Damage +%

iLvl 12: 3 to 7 (of SNow)
iLvl 24: 8 to 12 (of Sleet)
iLvl 36: 13 to 17 (of Ice)
#% increased Fire Damage
Fire Damage +%

iLvl 8: 3 to 7 (of Embers)
iLvl 22: 8 to 12 (of Coals)
iLvl 36: 13 to 17 (of Cinders)
#% increased Lightning Damage
Lightning Damage +%

iLvl 10: 3 to 7 (of Sparks)
iLvl 23: 8 to 12 (of Static)
iLvl 36: 13 to 17 (of Electricity)
#% to Cold Resistance
Base Cold Damage Resistance %

iLvl 1: 6 to 11 (of the Inuit)
iLvl 14: 12 to 17 (of the Seal)
iLvl 20: 16 to 20 (Elreon lvl 3)
iLvl 26: 18 to 23 (of the Penguin)
iLvl 30: 21 to 25 (Elreon lvl 5)
iLvl 38: 24 to 29 (of the Yeti)
iLvl 50: 30 to 35 (of the Walrus)
iLvl 60: 36 to 41 (of the Polar Bear)
iLvl 72: 42 to 45 (of the Ice)
iLvl 84: 46 to 48 (of Haast)
#% to Fire Resistance
Base Fire Damage Resistance %

iLvl 1: 6 to 11 (of the Whelpling)
iLvl 12: 12 to 17 (of the Salamander)
iLvl 20: 16 to 20 (Elreon lvl 3)
iLvl 24: 18 to 23 (of the Drake)
iLvl 30: 21 to 25 (Elreon lvl 5)
iLvl 36: 24 to 29 (of the Kiln)
iLvl 48: 30 to 35 (of the Furnace)
iLvl 60: 36 to 41 (of the Volcano)
iLvl 72: 42 to 45 (of the Magma)
iLvl 84: 46 to 48 (of Tzteosh)
#% to Lightning Resistance
Base Lightning Damage Resistance %

iLvl 1: 6 to 11 (of the Cloud)
iLvl 13: 12 to 17 (of the Squall)
iLvl 20: 16 to 20 (Elreon lvl3)
iLvl 25: 18 to 23 (of the Storm)
iLvl 30: 21 to 25 (Elreon lvl5)
iLvl 37: 24 to 29 (of the Thunderhead)
iLvl 49: 30 to 35 (of the Tempest)
iLvl 60: 36 to 41 (of the Maelstrom)
iLvl 72: 42 to 45 (of the Lightning)
iLvl 84: 46 to 48 (of Ephij)
#% to Chaos Resistance
Base Chaos Damage Resistance %

iLvl 16: 5 to 10 (of the Lost)
iLvl 30: 11 to 15 (of Banishment)
iLvl 44: 16 to 20 (of Eviction)
iLvl 56: 21 to 25 (of Expulsion)
iLvl 65: 26 to 30 (of Exile)
iLvl 81: 31 to 35 (of Bameth)
#% to all Elemental Resistances
Base Resist All Elements %

iLvl 12: 3 to 5 (of the Crystal)
iLvl 20 : 7 to 10 (Elreon lvl 6)
iLvl 24: 6 to 8 (of the Prism)
iLvl 36: 9 to 11 (of the Kaleidoscope)
iLvl 48: 12 to 14 (of Variegation)
iLvl 60: 15 to 16 (of the Rainbow)
#% increased Mana Regeneration Rate
Mana Regeneration Rate +%

iLvl 2: 10 to 19 (of Excitement)
iLvl 18: 20 to 29 (of Joy)
iLvl 20 : 25 to 34 (Elreon lvl 5)
iLvl 29: 30 to 39 (of Elation)
iLvl 42: 40 to 49 (of Bliss)
iLvl 55: 50 to 59 (of Euphoria)
iLvl 79: 60 to 69 (of Nirvana)
# Life Regenerated per second
Base Life Regeneration Rate Per Minute

iLvl 1: 1 to 2 (of the Newt)
iLvl 18: 2.01 to 3.0 (of the Lizard)
iLvl 30: 3.01 to 4.0 (of the Starfish)
iLvl 44: 4.01 to 5.0 (of the Hydra)
iLvl 59: 5.01 to 6.0 (of the Troll)
iLvl 78: 6.01 to 7.0 (of the Phoenix)
#% increased Rarity of Items found


Let's suppose we want something common/basic like just max life and all resists.

iLvl 2: 2 to 4 (Reinforced)
iLvl 18: 5 to 7 (Layered)
iLvl 30: 8 to 10 (Lobstered)
iLvl 42: 11 to 13 (Buttressed)
iLvl 50: 5 to 20 (Elreon lvl 7)
iLvl 56: 14 to 16 (Thickened)
iLvl 70: 17 to 19 (Girded)
iLvl 77: 20 to 22 (Impregnable)


iLvl 16: 5 to 10 (of the Lost)
iLvl 30: 11 to 15 (of Banishment)
iLvl 44: 16 to 20 (of Eviction)
iLvl 56: 21 to 25 (of Expulsion)
iLvl 65: 26 to 30 (of Exile)
iLvl 81: 31 to 35 (of Bameth)


Currently illegible affixes are struck out while the desired one is bolded.

Assuming you even get the two affix types you want, look at the shit RNG you have to deal with to get a decent amulet that is worth dropping a Regal on--and still to say nothing of the RNG involved with that process.

Now imagine if only the bolded ones were eligible, but you still have to roll the affix type you want (from the lists in the spoiler tags).

Edit: Ignore the fact that the ilvl 50 life roll is an Elreon affix. Just assume for the sake of argument that it's a normal one.
Tired of trolls? Ignore them.
https://www.pathofexile.com/forum/view-thread/1473168
Zuletzt bearbeitet von Albinosaurus#7360 um 13.07.2016, 17:58:20
"
morbo schrieb:
Crafting in PoE sucks also because the the pool of wanted afixes is so small. Don't have a life roll on that rare chest? Vendor trash, bro. No MS on the boots? Better luck next time...

For a RT weapon you want an exact set of affixes, nothing else. For a crit weapon you want an exact set of affixes, nothing else. There's very little variation & room for an item to be usable. A weapon that works with skill A, works just as well for all / most the other skills. Lab enchants add more variety to itemization, but RNG is too brutal to even consider that as "crafting". Enchants are just another thing designed for the economy.

Higher ilvl items don't give you any better chance to roll higher tier afixes, just more gambling brackets.

The itemization of rares is boring. I don't think this crafting system is salvage-able, GGG should just focus on producing interesting uniques. Building around unique weapons / chests is already the "meta" in 99.99% of cases, esp. in temp leagues.

For most players, crafting only consist of yolo-alc, if brick then put into regal / chaos recipe tab. Apart from jewles, this is all I've "properly" crafted (alt->aug->regal->master) in the current leagues (and not for lacking orbs):



Save your crafting orbs to buy the unique weapon / chest you need, and spend the rest on rolling maps. It was always meant that the economy was a 100% better solution.
I like this post. Technically, I disagree on how to move forward - I think a rare affix system is worthy of proper attention - but it states the current situation well.

It's important to understand that regardless of the droprate of orbs, trading orbs for gear will always be superior to using the orbs directly. Thus, regardless of the droprate of orbs, the vast majority are going to be traded up, eventually finding their way into the hands of those crafting "impossible" items, and probably used to make more Mirror-worthy stuff. Orbs are designed as a currency first and a crafting material as a distant second. GGG is wise to balance Orb droprates around top-of-trade-pyramid consumption, because that is the nature of orbs as long as they are tradeable.

I'm not a big fan of the "untradable orbs" suggestion, because it's hitting a very good currency system in an attempt to make a gambling system more egalitarian. At a minimum, such an idea needs to come up with a replacement currency system, and most of those ideas suck, because they fail to account for the fact that a good currency has precisely the quality of being MUCH more valuable at the top of the economic pyramid than at lower ranks. Orbs do that job so well that is crazy to want them to stop; instead, the correct move is accepting that currency is currency and look toward alternate mechanics for crafting systems.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
ScrotieMcB schrieb:
Orbs do that job so well that is crazy to want them to stop; instead, the correct move is accepting that currency is currency and look toward alternate mechanics for crafting systems.


How would this work in reality?

If currency is both tradeable and valuable it must have an effect on the game and items are most of the game. So, just spitballing but perhaps you leave most orbs as-is and account-bound with modified drop rates and make a tiered version of regrets (1, 2, 5, 10 and 100 passive points) with associated rarity.

Of course there's maps as well but I roundly dislike them being tradeable as the associated system often feels like content cock-blocking.
"
Alysma schrieb:
People would find another form of easily tradeable currency. My guess would be maps.


Divination Cards.... Divination cards....
I'm wondering if it would really hurt the economy to really up the exalts droprates.

There is no more eternals = many more exalts are needed ( as long as other orbs ) to obtain perfect rare gear
There are so many over the top uniques than many slots don't care about rares already
It would maybe encourage some players to yolo exalt.

I would like to yolo exalt, only .... I haven't drop a single exalt in Prophecy so far :/
I haven't in Perandus either, but I did no play much there.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
But without changing the mechanics it doesn´t solve the problem called "crafting".
"
Fruz schrieb:
I'm wondering if it would really hurt the economy to really up the exalts droprates.

There is no more eternals = many more exalts are needed ( as long as other orbs ) to obtain perfect rare gear
There are so many over the top uniques than many slots don't care about rares already
It would maybe encourage some players to yolo exalt.

I would like to yolo exalt, only .... I haven't drop a single exalt in Prophecy so far :/
I haven't in Perandus either, but I did no play much there.


Spoiler
I dropped my first a week ago, after i reached lv 90 with the second prophecy character. Then i dropped other 2-3 exalts, and this period i play only 1-2 hours in the evening coz im in the university all the day. That is something strange uh.


The fact is that until exalted is tradeable, it would used for crafting only 0.1% of the times, while in the rest 99.9% it will be traded. Exalted orbs simply can't be common as chaos orbs, so they will be still rare even increasing their drop by a lot. This way, they are going to be traded the most of the time since they would still be the most preciuos currency aside from mirror.

If you make them untradeable things could change, though. You are forced to use them. And so, you are forced to create a good craftbase from yourself: this way, it would improve alt/chaos/regal spam, consuming them (which is the original purpose of the orbs) instead of using them as money.

It would be interesting to see what would happen if GGG introduced a hard recipe for exalted orb.

"
goetzjam schrieb:



You are contradicting yourself, my point was splitting up the already small playerbase of perm leagues even further isn't a good option, which you later agree. That was literally my point.

Offline game doesn't fit GGG's MTX scheme or the way they make their money, one can hope when they are finished developing that they port the experience to be a single player possible game, but don't think for a second an offline version will be around when the realm is live, it simply isn't going to happen.





Yeah sorry i misunderstood your post.
Zuletzt bearbeitet von Serge91#5363 um 14.07.2016, 07:38:00

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