State of Crafting

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Essences are helpful in getting this crafting correct but maybe they arent targeted enough or the fact that you may not get the mod you want and now your base item is bricked is a problem.


You can recombine during the end-game.

Pick the core 2-3 mods, then go with whatever other mods roll.

If you have more than 3 wanted mods, you pick the ones with the LOWEST probability of rolling , and gamble, or only prefixes/suffixes, so you can purple after.
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ac429#4687 wrote:
I had a thought the other day. What do you think of "when you use a transmute orb, a UI panel opens with 3 possible affixes.


I would go one step further and give the option of not picking any of the 3 if they are all bad, and just losing the orb instead of applying a mod.


also. what is up with these low tier mods. for example, I've seen +Life have a range of like +7 to +15 and also a range of +69 to +89 on the same item level.

I've come up with my own idea for an orb that lets you reroll the existing mod(s) on a magic item, with a 10% chance to upgrade a mod to the next tier.

I like the concept of mod tiers but with no way to upgrade to the next tier that's just a bricked item sold to NPC right away.
Last edited by rhorains#6760 on Apr 15, 2025, 2:39:46 AM
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rhorains#6760 wrote:
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ac429#4687 wrote:
I had a thought the other day. What do you think of "when you use a transmute orb, a UI panel opens with 3 possible affixes.


I would go one step further and give the option of not picking any of the 3 if they are all bad, and just losing the orb instead of applying a mod.


Yeah, that's a good idea!
IGN: Royal_Princess, Princess_of_Wraeclast, Vaal_Princess, Diamond_Princess
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rhorains#6760 wrote:
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ac429#4687 wrote:
I had a thought the other day. What do you think of "when you use a transmute orb, a UI panel opens with 3 possible affixes.


I would go one step further and give the option of not picking any of the 3 if they are all bad, and just losing the orb instead of applying a mod.


Guys, I would go one step further and I will make a screen where you have all possible mods, and you just drag and drop the ones you want on your weapon.

how about this?
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rhorains#6760 wrote:
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ac429#4687 wrote:
I had a thought the other day. What do you think of "when you use a transmute orb, a UI panel opens with 3 possible affixes.


I would go one step further and give the option of not picking any of the 3 if they are all bad, and just losing the orb instead of applying a mod.


Guys, I would go one step further and I will make a screen where you have all possible mods, and you just drag and drop the ones you want on your weapon.

how about this?


not even low hanging fruit you picked that shit right up off the ground with worms in it. what's your idea for a "crafting" improvement? would be nice to hear an original thought from you after that left field comment.

keep in mind we're talking about the magic item stage, asking for a way to get 1 of the fucking 6 possible mods to roll in your favor, is not in any way close to what you're suggesting lol.

is it INSANE to want to be able to dictate 1 mod on a given piece of equipment? I'm fine if there's even a 75% chance for it to fail, but that's already what essences essentially are, you're limited the RNG to around 4 possible modifers.
Last edited by rhorains#6760 on Apr 15, 2025, 2:45:39 AM
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Essences are helpful in getting this crafting correct but maybe they arent targeted enough or the fact that you may not get the mod you want and now your base item is bricked is a problem.


You can recombine during the end-game.

Pick the core 2-3 mods, then go with whatever other mods roll.


Have you played POE2?

POE2 recombine is not POE1 recombine. You put in your inputs, and it produces a FULLY RANDOM output that is of the same quality/tier of the lowest input.

I think there can be such a thing that is crafting which is too easy/convenient... and Last Epoch borders on this... but in a world of too-easy or too hard for 60% of people to get results out of it, too-easy might be better? I suspect we'll see more and more deterministic crafting as the EA continues.
Last edited by KuroSF#6521 on Apr 15, 2025, 2:45:16 AM
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KuroSF#6521 wrote:


Have you played POE2?

POE2 recombine is not POE1 recombine. You put in your inputs, and it produces a FULLY RANDOM


This is a lie.
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KuroSF#6521 wrote:

POE2 recombine is not POE1 recombine. You put in your inputs, and it produces a FULLY RANDOM


This is a lie.


Ahh.. I was wrong. I see this recombine was added in 0.2 and I have not used it... I only ever used the 0.1 reforging thing, which did what I said above.

I stand corrected. Thanks.
Last edited by KuroSF#6521 on Apr 15, 2025, 2:56:58 AM
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KuroSF#6521 wrote:
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KuroSF#6521 wrote:

POE2 recombine is not POE1 recombine. You put in your inputs, and it produces a FULLY RANDOM


This is a lie.


Ahh.. I was wrong. I see this recombine was added in 0.2 and I have not used it... I only ever used the 0.1 reforging thing, which did what I said above.

I stand corrected.


You should make use of this, it is extremely good.

This is the first time I managed to craft a mirror quality item for myself.
Most of my crafting issue here is with the campaign where you can get 'stuck' with an item for 6 acts in a row and not be able to find or craft a replacement. Makes crafting kind of unfun and you just look for items in the vendor.
The recombine seems like it should be fine for that on the end-game front.
I do still think disenchanting items producing whites wouldnt be too OP or cause any issues.
Last edited by JLukeSkywalker#3144 on Apr 16, 2025, 6:52:45 PM

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