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Hi blizzard, I have a suggestion that will make crafting more fun to use and more useful for people who want to play the game without the auction house.
Make ilvl63 items avaliable for crafting please. This will make crafting actual worth while and it would awesome incentive the use of gold sink in the game. Plus since you need so many mats to actually make the item it would encourage people to salvage their items instead of vendoring it which means less gold to the system. PLease take my feedback in to consideration and thumbs it up so a blue will see it.
I have another possible suggestion to add to this thread. As a blacksmith, allow players at max BS level to use x amount of crafting materials to either re-roll their item, or add a slight increase to the stats already on it. The second option might be better because it would be a steady, guarenteed increase to the players stat points making it a more attractive gold/mats dump. This would also boost the D3 economy by making materials such as brimstones and other inferno mats actually valuable or at least back near the numbers they were before the patch. The fact that before the updates legendary patch all the way to release brimstones were going from 150-200k and now there like 10k is mind boggling. This would be an effective way to make the materials actually useful, while allowing players to steadily improve their character (like the paragon system), or roll better items. I know i would love to dump a lot of mats into rerolling some dissappointing legendary and set items i have found.
I thing the jewl crafting is fine a little expensive but fine. The blacksmiting is useless no other kinds that you can make except magical properties, you neeed to be able to make stuff that u can use. In the game at perigon 1 through whatever, or 1 through 60. I never crafted stuff that i sold it always go sold to venders not on AH.
Add rings and amulets to the Jeweler. I dont understand why they cant be crafted anyways.
Also let us pick 2/3 of the 6 affixes we want to craft for a higher cost. I just got sick of spending millions and milliosn of gold crafting 6 prop stuff only to have 90% of every item look like this
23 poison resist
increases gold and health pickup by 6 yards
health globes and potions grant +1756 life
reduces duration of control impairing effects by 4%
ignores durability loss
I love the suggestion to include rings and jewelery into the blacksmith but I was thinking of moving it to the gem crafter because he's the person who make the jewelery. Blizzard should totally add more jewelery plans for the gem maker dude. Also make it ilvl63 people will actually try to craft for god sakes lol and i think it would be potentially better for hardcore characters because many people play with self found gear and self craft gear on and if they can craft ilvl63 itemes that would be a huge plus.
As said, the crafting feature in Diablo3 is close to not being used at all by anyone.
Here are some suggestions to help:
I got some more ideas:
Crafting has so much potential in this game. It could be expanded greatly while adding fresh content to the game such as questing for crafting materials. For example, a plan for a 'Legendary Dragon Sword' (made it up) could be found and it would require, what else, killing a dragon to get a special dragon scale where you would have to go find the dragon and kill it. A lot potential here as a lot of you noted already.
I agree with a lot of suggestions made above. Crafting is decent if you're making a new character and want to gear up without farming while just playing the game casually, like me. Once I hit level 50-60 though, I rarely crafted anything that was worthwhile and found myself simply throwing gold away. I even did it last night. Found plans for an Exhalted Phantom Bow, a rare drop. Since my main is a DH, I figured I'd give it a shot. I rolled an OK bow, but it wasn't better than what I had, so I threw away some crafting material and about $30K gold, only recovering a measly 2,500 gold selling to the vendor.
crafting right now it's usless since items you can create are not so useful compared with the total cost of reagents and items in Action House.
I thinked about on and probably Blizzard's goal is to not let people craft "excellent" items because equipment have to come from monsters... but well, maybe i have a nice solution to improve blacksmithing without waste the actual dyamics of Diablo 3.
Thanks for your time
Edited by Frinx#2635 on 11/15/2012 11:13 AM PST
1 - Boost crafting materials requirement (x4 more blue /x20 more yell)
2 - "Almost" remove gold requeriment
3 - Add blue item as a pattern -> each blue item porperty adds as 1 property to the new item, reducing randomness.Blue item is destroyed after crafting.
4 - If blue ittem added, chance to merge succesfully based on gems (1 gem of each color for 1% succesful craft up to 75%max, or 1 gem that adds X% for each quality lvl to a 75%max)
You can alter between fast runs and crafting runs
Some Yellows slots become usable again
1. Let us pick the main stat! This is huge. For leveling, I wouldn't have to wear level 18 Rares as a level 45.
2a. Once at the level cap, give patterns as quest rewards.
2b. Make crafted items suck less.
3. Remove/Reduce gold cost. If crafted items were enticing and crafting itself were attractive, the Auction House market would be all the gold sink necessary to keep it thriving and somewhat exclusive.
That's it, really. I am totally on board for the Always Online aspect of the game, despite the fact that of the 100'ish hours of play, less than 5 has been with other people. I would like to be self-sufficient, especially for alts.
had an idea of how to improve the crafting system. Instead of all item enchants being random you should be able to craft the ideal item of your choice. For instance, every item has a complexity meter. Depending on the level of the blacksmith the item can be up to level 62 maximum (level 63 if you have the unique plans.)
For everything you add to the item and the quantity of it the more complexity you will use up.
So here is an example of what the maximum crafting attribute on a level 60 item could be if you are going to craft a item:
1-7 Pick up
1-5 attack speed
If you use 200 dexterity you will use up 70% of the complexity meter and thus you can only 30% of another stat.
Magic items level 61 = 2 stats with 300 complexity points
Rare items level 62 = 4 stats with 600 complexity points
Legendary level 63 = 8 stats with 950 complexity points
If you are to build a rare quality item then you can up to 4 different stats on it. And if it's a legendary you can have up to 8.
Now this for this system not to be overpowered I have also come up with some ideas on how to make it challenging.
The more complex the item the more expensive it will be to build.
In order to place a certain attribute on a specific item (for example shoulders) you need to have disenchanted a previous (shoulder) piece with that attribute. so you will have to search for the enchantments you want on your items.
In order for the items to not get more overkill they will suck up allot more complexity depending on the amount of it you have for example:
100 strength = 20%
150 strength = 40%
200 strength = 80%
Also all items require a quantity of crafting materials depending on the complexity of the item.
So bottom-line if you are going to create an item that would cost 5m gold on auction house then you have to pay 6mil to craft it.
The reason for all of this is that I wish you could make the crafting system more coveted for the players and allows you to make your own ideal gear piece that you just can't find on auction house.
And if you like to gamble you can still make a random properties item like before. Only now it has way higher stats.
So the ideal item would not be the most expensive and highest stats, its how effective items you can build using the least amount of money, complexity and materials. This will spark interest for people to observe other player crafted items and how to improve them. Perhaps even adding a few secret bonuses depending on the order of stats being used.
I know this would take a large amount of programming and time but it would really help the game regain its popularity when it comes to crafting.
I came up with this idea when I was on the toilet this morning so it really needs allot of improvements. Please give any creative criticism you can and add feel free to add anything you think would help.
I like the idea of Frinx. Salvaging items give a chance to obtain attribute dust. I would suggest that dust can be used when crafting only (no patch). Amounts of dust from the same attribute can accumulated, and when comes crafting, you can use piles of different attribute dust if you want. The more dust from one attribute you have, the higher the roll.
Dust should be like potions, they are not account bound, but they cannot be sold in AH.
Dust should have a rarity similar to Fiery Brimstones.
Crafting cost will scale with the amounts of dust you throw in
I think they should allow gear of the same type you are trying to craft to be used as optional materials. For each item you use in the crafting it takes a random attribute from it instead of rolling an entirely random stat. Of course the gear you put into the crafting is consumed.
Additionally the lvl and amount of gear that can be used in this way should be limited by the plans you are using (number of attributes). As in, for a 5 attribute dagger you can only use three existing daggers and they must be within a certain level bracket (50-60?) or something like that.
This would add a level of predictability while still keeping it mostly random AND make low end items with good but few attributes valuable for crafting giving a hand to new players who could then sell some of their drops to rich players trying to create something awsome.
Oh and PLEASE LET US MAKE 7 ATTRIBUTE GEAR!!
Edited by Abandon#1959 on 11/23/2012 7:32 PM PST
Here is some idea to "wrap" the ideas previously discussed above.
Enable the blacksmith to go to level 11. A new Quest should appear to achieve level 11. This quest should be big, with 5-6 sub-quests (gathering items, killing demons, talking to people, saving people, etc.) At level 11, now our good old friend the blacksmith can perform those special crafting: choosing specific attributes, salvaging dust, applying dust, 3-tries crafting, providing more materials than necessary for better results, new recipes, lvl63 items, 7-attribute gear, incorporating gems, using template item, all/any of those great ideas proposed.
Or it could be progressive, lvl 11 unlocks template items, lvl 12 unlocks lvl63 items, lvl 13 unlock dust, etc (with each BS level there would be a quest)
Same thing for the Jeweler. Level 11 and above will grant crafting of rings and amulets, incorporating gems, templates etc.
How about having those "quests" with the artisan himself coming along with you?
Nobody would turn down a nice adventure with Shen!
This is starting to shape like expansion content...
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