Do a Crafting Expirement in SSF

When it is time to experiment with new idea do it in SSF:)

I would propose you try to implement basic crafting in SSF.
I would actually propose that SSF always has an edge in drops or crafting options.


The big issue i have with items right now outside that they are too rare.
Is that when you find one 7/10 times you cant use it.

Even if it is better than what you have because you cant get the resists to work out.

the 23% fire 30% lighting chest with 10 evasion and 5 energy shield sucks
you just got a 90 evasion 40 energy shield drop with 10% cold.

It can't work , you cant make it work .. its a dead drop.
In fact almost all drops are dead drops.

I would propose deterministic crafting around resist rolls.
So make new currencies.

Currencies associated with all of the resist types.
Call them orbs of the frozen mind , whatever you guys are better than me with names.

The function is to allow stripping off a resist from one piece of gear and replacing an affix on another with it.

I know that will make butts pucker at GGG so add rules.
Its like a recombination with targeted results.
You can put in 2 pieces of gear .
One has a resist .. fire 30%
one doesnt.

If you insert the MindOfFire orb in the contraption
With the piece of gear with stats and without .. .

It will destroy the item with fire resist on it.
It will then transfer a stat associated with fire to the new item or randomly
replace one of the stats if there is no room .

So to get all the resists ... you would need 4 orbs of the correct type .
and 4 pieces of gear with the resists you want to transfer .
and destroy 3 pieces of gear in the process.

Something like that in SSF might fly .

I know that is too basic .
I know that is too easy to achieve resistance .

But im hoping GGG minds can work with the idea :)

Perhaps it can only be done once...
Perhaps it just ends up fracturing the item with the one guaranteed resist.
But what is needed right now is a way to alter resists, because they are not optional. And it restricts using new gear
Last edited by Jitter912#4278 on Jan 14, 2025, 4:46:04 PM
Last bumped on Jan 15, 2025, 9:53:12 PM
"
When it is time to experiment with new idea do it in SSF:)

I would propose you try to implement basic crafting in SSF.
I would actually propose that SSF always has an edge in drops or crafting options.


The big issue i have with items right now outside that they are too rare.
Is that when you find one 7/10 times you cant use it.

Even if it is better than what you have because you cant get the resists to work out.

the 23% fire 30% lighting chest with 10 evasion and 5 energy shield sucks
you just got a 90 evasion 40 energy shield drop with 10% cold.

It can't work , you cant make it work .. its a dead drop.
In fact almost all drops are dead drops.

I would propose deterministic crafting around resist rolls.
So make new currencies.

Currencies associated with all of the resist types.
Call them orbs of the frozen mind , whatever you guys are better than me with names.

The function is to allow stripping off a resist from one piece of gear and replacing an affix on another with it.

I know that will make butts pucker at GGG so add rules.
Its like a recombination with targeted results.
You can put in 2 pieces of gear .
One has a resist .. fire 30%
one doesnt.

If you insert the MindOfFire orb in the contraption
With the piece off gear with stats and without .. .

It will destroy the item with fire resist on it.
It will then transfer a stat associated with fire to the new item or randomly
replace one of the stats if there is no room .

So to get the resists ... you would need 3 orbs of the correct type .
and 3 pieces of gear with the resists you want to transfer .
and destroy 3 pieces of gear in the process.

Something like that in SSF might fly .



Abysmal Exalt droprate + gacha crafting with shit affix pool + no crafting system = poop gear, can't craft

I'm farming Sekhemas with 100 Rarity gear in HCSSF for 1 Exalt / hour.
It's completely insane.
Last edited by Fae_Lyth#6750 on Jan 14, 2025, 4:44:27 PM
Oh what if they had a crafting system that didn't allow more than six affixes to avoid power creep, BUT allowed you to add any resist, or dual resist, INCLUDING chaos? You could only have one such modifier on a given item (and it couldn't be applied to uniques of course). That would solve this need for a deterministic way to balance out a missing piece of a found item.

Wait a second...
There needs to be the sacrifice right.
I know just losing a piece of gear is either too low a sacrifice.
Even if the orbs are rare, there still needs to have a fail percentage.

Or the effect is permanent .. .or
its like a fracture where the one stat is fixed.
Perhaps it just a targeted fracture .. and you can't transfer fractured stats.
So if you did have an item that was worth it .. and you want to boost a resist .

You would end up doing a once only permanent alteration of an item to force this resist.

You can't do it again .
You can't use the item as the donor to another attempt on a different item.

If you want to go full GGG 15% chance to invert the resist to negative.
Which would also have potential for niche ... i damage myself builds.

Also


SSF should have these things... I mean it would be sooo goood to play without the market option. But to still have some agency and ability to group and trade items with people who did damage to the mob that dropped it.

I know this is similar to the existing rune system.
But not quite..
it uses the values of the gear being destroyed.

All i know is the current system doesnt allow enough alteration to make finding new gear exciting because rarely can you use it. It always comes down to resists I look at that stat as soon as the item drops if it missing .. insta bricked item it doesnt really matter what it is .
Last edited by Jitter912#4278 on Jan 14, 2025, 5:10:55 PM
Nope. You choose to make the game harder for yourself by going SSF. You wanted the increase in difficulty because you "don't want to trade" or some other excuse. Now you want to remove the increase in difficulty that you self imposed, which you can do easily by playing trade league. Gear is what it is because it should be what it is. Otherwise, D4 that way >>>>>>>>>>>

SSF is because there is not trade.
It is a safe place to test the implication of crafting because
everyone will use it to its fullest potential revealing any flaws.

With a market influence it could be too powerful then quickly propogated
but SSF any exploit is limited to one person.

You can't propagate gear.

Odd that you decided to try to pull attitude.
you know what is this way V

SSF has a logical rationale
Last edited by Jitter912#4278 on Jan 15, 2025, 9:55:40 PM

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