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Some more thoughts dumping for the pile.
The current crafting system feels like a cook saying "Hey. Come over later. I'm making a cake!' "Oh nice, what kind of cake?" "I won't know until it comes out of the oven, but it will be round." "Ok!" "Oh Yuck, its flavor is Mayonnaise & Mouthwash."
I feel that crafting should have some sort of craft in it, whereas we can influence the final product a bit more than what can drop randomly in the field. Many suggestions are "Just let us pick the attributes!" The idea I agree with, but in Diablo fashion, perhaps there should be some legwork combined with chance involved for better rewards.
- Keep plans, but don't make them required
- Slash base prices
- Allow a white item to be used as source material in lieu of not having a plan (or with a plan)
In this situation I could find some white ilvl63 pants that I don't have a plan for, and just be able to take them to the smith and roll an ilvl63 rare from them. Since I'm not using a plan, it is more or less just like a drop in the wild with random number of affixes. If I had the 6-affix plan, I could roll it with that, at a greater cost, and get a guaranteed 6 affix roll. Armor rating/damage + any "damaged/thick, etc modifiers would be kept.
Ok! Now we're crafting! Lets get craftier.
Use those blues!
- Allow blue items to be used to set certain affixes
Say I'm out banging around and have a 8 Crit Chance + 40% Crit Damage (or whatever) set of magic ilvl63 gloves drop. I think it would be awesome if I could take those gloves to the Blacksmith and go "Yo Haedrig! Check out these mittens!" And Haedrig goes "Hot Damn! I see how thats done! Oh yeah, I can do this."
In this case I should be able to hand over those gloves, and optionally for a) an even more increased fee. b) More crafting materials/gems be able to lock in the stats on that piece, and roll the other affixes randomly depending on the plan I use. So if I only had an ilvl plan for that item at 5 affix, I would roll three random affixes, plus the existing Crit Chance & Crit Damage.
Now, I've taken something that has flavors I like, and made a tastier cake from it due to some predictability.
So now we have access to ilvl63, and some form of guiding the craft down a path to not trash, lets get a gem sink into this game.
So I got my dual CC/CD mittens ready to roll, but there is always that chance of the other random affixes being total trash. Wouldn't it be fun at this point to be able to charge up the crafting by adding let just say up to 3 gems to influence how the rest of the rolls can come out. Not a complete guarantee, but cut out some of the fat. Each color could have its own crafting function.
Just a few ideas off the top of my head, not tying to any specific color.
Min Roll Increaser: Increase the low end of the roll range. If the vanilla roll is 60-200 strength, with a gem influencer it may now be 120-200 depending on gem level used.
Skill influencer: Here is a fun one to really put the craft in crafting. Influences the chance of getting a skill trait on the item picking from a skill you currently have on your skill bar.
- Require a serious crafter to build a character to lvl 60 in each class.
- Limited availability if the skill placement remains on slots where they can now.
- or -
- Open up a whole new set of builds by allowing to stack skill specializations all over the place. In this case I imagine the upper limit in none standard spots to be much lower.
Pick a Primary: Take the same percentage tier that emeralds give on crit chance to have a predetermined primary stat appear. Stacking with any preexisting stats if a blue source item is used, or with other gems choosing the same primary stat.
??? Need one more for the last gem and also need to go work. Get creative and come up with one!
Perhaps tie the crafting level to paragon levels. Something else to build exp for.
Level 60 (0 paragon): Access to craft off white items. Goodie, now you can know the damage or armor range isn't going to be trash.
Level 60 (10 paragon): Access to craft off blue items.
Level 60 (20 paragon): Access to one gem influencer.
Level 60 (40 paragon): Access to two gem influencers.
Level 60 (60 paragon): Access to three gem influencers.
Level 60 (80 paragon): Special 4th gem influencer.
Edited by Katzenjammer#1733 on 11/13/2012 10:27 AM PST
The 4th Gem - Crafted Legendaries
Nothing to do with the existing legendary plans, but something different. Open up a 4th gem influencer spot that provides a small chance to add an affix or two to the item that normally doesn't appear in that item slot (Magic find on a weapon, Life Steal on anything, any of the special props added in 1.0.4), and/or add a bonus to an affix or two that can push the max value above the standard limit.
Having this happen wouldn't be a percentage that you'd even expect it to happen predictably using a top tier gem, but worth it enough that there is no reason you wouldn't at least burn up a flawless square with each craft in hopes of creating a truly unique item.
As a mark of pride, these items could be a new color and be marked with the name of the character that rolled it.
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