raises item level from 72 -> 73 Costs 2x of Lv 2 Orb raises item level from 71 -> 72 Costs a little more of everything raises item level from 70 -> 71 Costs a bit of everything So how about this modification of the OP idea.Ĭraftable items like CT that increases an item's level after its creation. ![]() Like the matrix, if everything is milk and honey. So while the OP idea might be good for sanity in a rational world. Think "just one more level and maybe I get lucky" thought process. It's a well proven game development principle that random reward system encourages greater time/money investment in the game. Taking away RNG maybe music to players' ears, but not necessarily so for the makers of the game. So let's take a Eridanus, Greatstaff of the Magi as an example: Now instead of the current 1.025% chance of a level75 craft, you would instead take the base level70 costs and multiply them by 2 for each level above 70. ![]() The perk would commence at Mastery Level 20 and allow you to craft items 2 levels higher - this applies to both sub-70 characters and to level70 ones, thus allowing you to craft level 72 pieces at the most.Īt Mastery Level 30, you can craft 3 levels higher change the Master Crafter perk to allow your characters to craft items X levels higher than their level. You would also not feel the dismay of not getting a 75 after exhausting your hard-earned mats and gold in an unlucky crafting streak. You would farm mats to a very specific tangible goal, rather than to the uncertainty of "is 15m gold and 3K of each Greater Essence enough?". No exploits, no seed fixing, no lookaheads. while I am aware that persistence pays off, I think it would be much better if the higher-than-70 level crafting was made deterministic rather than random: So, we've all felt the dismay of crafting piece after piece (and at such a cost.) in search of those elusive level 75s.
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