Diablo® III

Adding control over crafting.

90 Orc Warrior
4255
Ok right now what stats we get on items is 100% random. I'd think it would be nice if you gave us a little bit of control of those. And the way I think that could be done is with gems.

Everytime you craft something, you can ad a gem if you want. What the gem would do is limit the choices of stats the item might have from let's say the 10+ possibility to only 5 per gem colour.

Example red gems will create items with chances of +fire dmg, +mana regen, +max fury, +X exp/kill or whatever the devs think would "fit".

Blue gems would have 5 stats assigned to it and well do it for every gems.

All class have 1 colour they prefer so has to avoid/reduce some of the problems we see in WoW where only red gems are wanted. So problem with 1 gem being more popular but when the prices are 6+ times higher then the other colours something is off.
Edited by Fireshark on 2/4/2012 9:33 AM PST
Reply Quote
Interesting idea, very similar to D2 crafting. I've been trying to craft some of those rare level 13 hand crossbows to spawn with +Dex. 4 tries so far at 10 essences and 3 teeth a piece is a lot of materials. This isn't such a big deal in the beta but I can imagine this being painful at higher levels in the full game.
Reply Quote
As long as there would still be a large chance involved. I think the big thing about Diablo's item system is how it is so random and you may come across an item that has similar stats that makes you think about which you really want. If you can easily craft exactly what you want it will make finding gear, and attempting to craft a little better gear, not as exciting.

Would these gems also be crafted? Having them, themselves, be random drops could keep them from ruining the randomness. Possibly off of bosses, higher difficulty gives you better ones. Would it be better to bind them to your character or account? If they weren't bound, would they ruin the randomness by flooding the auction houses?
Reply Quote
Did the mystic get removed because there was too much power when players could customize one magic affix to their items?

The art team create all the different icons and caravan looks.

The lore team created the quest to get the artisan and any story elements she was involved.

There was even more work to put the amazing artisan in the world. Why does she not make the cut?

Also about controlling crafting. If there are 4 gems. There are 4 statistics. How are the gems going to add magic affixes to socketing your weapons?
Reply Quote
I really love the rng in crafting on the beta.. course it doesn't take to long to mass the crafting mats. I'm sure at end game you spend all your mats for that one weapon and boom +range to gold pickup
Reply Quote
Did the mystic get removed because there was too much power when players could customize one magic affix to their items?

The art team create all the different icons and caravan looks.

The lore team created the quest to get the artisan and any story elements she was involved.

There was even more work to put the amazing artisan in the world. Why does she not make the cut?

Also about controlling crafting. If there are 4 gems. There are 4 statistics. How are the gems going to add magic affixes to socketing your weapons?


The mystic was cut because all she did was essentially adding a gem (the bonuses were pretty straightforward) and that wasn't an interesting mechanic.

As to being able to choose stats ... yeah I could see that being cool, would give a good gem sink.
Reply Quote
Bad idea. Diablo has always been about the randomness of items. Crafting items generally have 1 set affix already. Crafting is ment as an alternative of getting gear to upgrade an older piece. I highly doubt the best items will come from crafting. Alternatives, sure but best, I doubt.
Reply Quote
It seems that this is already taken care of.

http://us.battle.net/d3/en/item/blacksmith-plan/#type=legendary&page=1

http://us.battle.net/d3/en/artisan/blacksmith/progression/#level=10

Every weapon/armour type in the game will have a craft-able legendary and a craft-able rare. The rares (exalted grand) will have the 6x random properties, and the craft-able legends will have some set abilities and a few randoms. Boom, problem solved.

Most likely the 100% perfectly rolled Exalted Grand items with the high end value bonuses on the 6 stats you want the most will be the superelite items.

The Legendaries will be easier to craft since they are less random, but not "quite" able to be as uber. However 19 times outta 20 your crafted legend will be superior than the rare, simply because your picking legends to craft that have prepicked attributes you want.

I'm making a couple minor leaps from the confirmed information, but i'm fairly confident this is what we'll see on release.
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)
Submit Cancel

Reported!

[Close]