One mod max crafting is a braindead decision
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My guess is from the same mind that thought 0 portals was a good design choice. Have they forgotten how trash the first year of crafting was in this game? Exalt and pray is really where we're headed back to? Taking away player agency is going back to pure chance is not the right move; especially after removing other avenues of spray and pray like the recombinator.
Before the white knights come to slay me, think about who/what is impacted the most by this change. Not the hideout warriors who get all t1 mods anyways, they are a different kind of animal. No, this took away the early-mid endgame crafting to get a serviceable weapon/gear for progression. Good luck to all the 1 hr dad gamers out there. To the "it was too strong" crowd, there are other levers to pull, ie going from +5 to +3 skills to balance. There was something to be achieved about grinding for the proper essence combinations to craft the gear you were after. Gathering 30+ bases and just spam praying is not fun, intuitive or rewarding. Last bumped on May 25, 2026, 10:24:07 PM
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yeah they need revert the change not gonna play friday all hype with 0.6 is gone now
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I think a good compromise would be that greater essences dont share this modifier. So you can still get a t3 stat upgrade + one unique modifier, ie skills or onslaught or a new one from the rune system. Forcing us with only 1 bricks almost all the essences and renders them useless when they're forced to compete.
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yeah exactly whole crafting proces was already almost no deterministic. lot of rng unless you are top tier crafter. and can afford whitteling etc want to able craft mid game weapons for my build that i play now i need endless grind before i can afford midgame weapon already thinking to just skip 0.6
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This change just made essences completely useless now since you now have to choose between using alloys or essences.
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monk players are especially screwed cuz all quarter staff desecrations are useless
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" Can someone explain this like I'm five? I'm more of an exalt slam crafter and haven't used many omens or essences yet. |
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" Imagine if you want a default Mace with + level and physical damage, you could(now before the update) take a good blue and place a Greater Essence of Abrasion to give it "Adds (23—35) to (39—59) Physical Damage" and make it a rare. Then you could give it a Perfect Essence of Battle, that replaces a random modifier from the item with "+5 to Level of all Attack Skills", which helped a lot creating a good item, you could even give it Perfect Essence of Haste to give it "(20—25)% chance to gain Onslaught on Killing Hits with this Weapon" and finish the item with a desecration(abyss mechanic). Now you can only do only one of these things + desecration, the problem is that it will make weapon way more expensive than before, and some classes that doesn't have a good desecration option will become harder to craft a good item, even more if you want a good desecration you usually uses a Essence of the Abyss to replace one mod with "Mark of the Abyssal Lord" which would be replaced with a stronger desecration. |
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" Agree 100% |
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The change is fine if they make ground loot more meaningful and impactful.
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