UI/tooltip/crafting feedback
most important thing first(this is the one you must change for sure):
when trying to upgrade a skillgem with an uncut this messagebox appears when clicking engrave it will just engrave a new gem. i was assuming i could actually just go through with the upgrading process(my guy was lvl 89and i lost 2 lvl 20 uncut gems because i didn't realise) so rather than just "engrave", give us 2 options: "upgrade existing gem anyway" , "engrave new gem" ![]() to preface the next part: the things i'm pointing out are rather minor serve as examples and don't affect a big number of players, so it isn't strictly bad to have the tooltips the way they are ingame, but i'm advocating here for you guys to clarify things better and document all the details surrounding the topic somewhere (it's entierly possible to just make a small forum post when you release a new patch/new mechanics etc) for the ancient jawbone it say cannot be applied to items belowlvl 40 but it doesn't say what happens when the "except when a modifier would be excluded entierly"case applies. will it add the next lower mod to the pool?(such as lvl 38 life roll)will it add all mods of this type?(all life mods)or will it just refuse to do anything because not all the criteria are met? ![]() after swapping displayed tiers on items to show T1 for highest instead of lowest, the keywords "mod tier"or"higher tier" became completely undefined in the game, yet they are used in the tooltips as if a player could somehow comprehend them accurately. no idea why essence of abyssal echoes doesn't let me target prefixes on this item ![]() finally two more generic thoughts on the crafting in 0.3: orbs of alchemy need a tweak: essences already fulfil the purpose of getting lvling rares. as long as greater/perfect transmute/augment exist noone will use an alchemy orb on anything other than a white map. my suggestion would be that alchemy orbs could also be used on blue items and they would simply yield a rare with 4 randomised mods(greater and perfect alchemy would also be an option). this would allow another chance at getting recombinator mods on bad magic bases. maybe essences used on white items could produce 2 random mods+essence modas well. recombinators should have a base chance to succeed based on number of mods recombined like 10-20% for 2 mods. it already costs insane amounts of currency to get high tier fractured items to use for recombination. can i have an Ignagduk Pet MTX please! make her fly around me on her broom and mock me in azak language occasionally. i'll pay 100$ Zuletzt bearbeitet von Gendono#6367 um 20.09.2025, 21:13:53 Zuletzt angestoßen am 20.09.2025, 18:20:26
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