Cool it down with the attribute requirements mod

This mod is absurdly favoured by RNG.
Everytime I identify a tier 5 rare there's this mod.
Last piece of gear I tried to craft:
- Greater exalted orb = att.req. mod.
- Omen of whittling + greater chaos orb (targets the forementioned mod) = RE-ROLLS THE ATT.REQ. MOD AGAIN BUT ONE TIER HIGHER.

STOP! MOVE THIS MOD TO A RUNE OR ATZIRI BE DAMNED!!!!!
Last bumped on May 10, 2026, 9:57:39 PM
You can have 10 mods available and still roll it 10 times in a row. Sucks
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You can have 10 mods available and still roll it 10 times in a row. Sucks

Indeed.
And a whittling omen is like >80d right now by the way, haha.
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You can have 10 mods available and still roll it 10 times in a row. Sucks


Yep, the entire crafting system sucks. Imagine you play a game looking for an engaging, fun, and even challenging experience but all that gets tested is your basic understanding of probability and patience and tolerance for RNG disappointment.

The counterpoint of course is that some players will get a rush and arguably undeserved sense of accomplishment if they randomly get lucky before that patience wears out. Gambling, loot lotto, etc. etc.

Not my jam, but it appears to hook enough people that it's worked for GGG so far.
It's a game built on gambling addiction. There's a reason RMT is so prevalent for this game. There are people who buy thousands of daily just to keep pulling that slot machine.
These mods exist to be bad. If you can just roll good stuff, then good weapons are just average.

And yea, the economy is terrible rn, hope temple changes fix that in the new league.
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These mods exist to be bad. If you can just roll good stuff, then good weapons are just average.

And yea, the economy is terrible rn, hope temple changes fix that in the new league.

I think there are enough variables to create a healthy gap between average and good stuff without this mod.

Example:
Trying to craft a pure phys Reap Staff:
Bad: Having no + levels to skill gems and no cast speed. Whatever the other mods are, this is a bad staff.
Mediocre: Having 3 key mods. +6 levels, T1 % spell damage and essence craft cast speed. There are plenty of mods that can be useless in this build like extra damage as elemental damage (if you use brutality you get no benefit and if you don't the damage is marginal because you don't scale it) or flat mana or mana on hit.
Good: The forementioned 3 mods + crit chance, crit multi and %spell phys damage.
Excelent: A good craft + rare runes or cores + good vaal. If it was a martial weapon you could add quality over 20% to the mix.

And that's just weapons. Try crafting gloves for a caster. Attack damage, attack leech, accuracy... All useless.

But even if it was important to keep the attribute requirement mod as a bad luck roll it's still too prevalent. It's so common that it's one step away from all items having just 5 mods and 6 mod items being a rarity like 30% quality gear.
At the very least, that mod should not be possible to be rolled twice using omens.
The problem with making crafting so punishing is that trade exists and thus makes it cheaper to buy what you need.

Or that's my opinion anyway.
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Example:
Bad: Having no + levels to skill gems and no cast speed. Whatever the other mods are, this is a bad staff.


+All Skills mod is a trick and they got away with it.

From player perspective +Skills is the best roll. In reality, it's much like Move Speed on Boots.
It's the only roll. It's entirely binary to the item being good or not.

I kept wondering. Why would anyone think +14 All Skills is a good idea? Then I realized it's an itemization scheme. It's there so you don't have any other option. That Affix slot is locked.

At least with Reduce Attribute Req. It could have a place for extreme weapon Req swapping. Problem is there aren't enough skills and too many gates to mix things together. So it's just dead.
"Never trust floating women." -Officer Kirac

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