Opinion: Orb of Chance and Jewellers behave like binary options

The very short story with these two crafting options, is that you either get what you want, or not. Very binary, with almost nothing in between.

## The long story
With most other crafting options have RNG element to them. With Essences and Exalts, you can get exactly what you wanted, but they can also give you something unexpected. As an example you wanted to get a good maximum life mod, but instead RNG gave you 3 huge resistance mods you want to put to use. Surprises are what RNG has to offer, and I'm all for it.

But with the Orb of Chance right now, it cannot really surprise us. It will either give the unique we wanted, a different unique we can already guess, or nothing. The satisfaction with this is more like "finally" kind of satisfaction. In other words, their proper use is only when you know the specific unique, either to sell it, or for personal use. And because you have to know the unique beforehand, the element of surprise is really low on this. No real happy accidents.

The use of Jewellers is deterministic, giving the "finally" hit few times on the way with drops in the game. But the thing is, to get more sockets, you either get them or not. The only happy surprise a Jeweller can give us is when a Greater or a Perfect Jewellers orb drops, aka. drop RNG dopamine. While Greater and Perfect Jeweller orbs can give good dopamine for a long time, the Lesser Jeweller orbs are kinda worthless after you and other players have the most basic skill sockets settled, which is fairly soon for some. In other words, Lesser Jeweler Orbs are destined to become redundant, and I kinda hate it.

## Orb of Chance v2 suggestion: Reroll the affixes on an item, with a chance of upgrading the item rarity, and a chance to destroy the item
The goal with the new Orb of Chance is to allow risky attempts at recrafting the bases, while still keeping the 1 direction of crafting.

GGG wanted to graduate from PoE1 item crafting spam with the crafting system in PoE2, where crafting has 1 direction, and no redos with rerolling. But maybe some chances for retries is what is needed. With the new Orb of Chance we can still roll for specific uniques, but we are also destined to get more random uniques from different bases, if we are using the Orb of Chance for the reroll bases to recraft them. The success through failure exists now. Not to mention Orb of Chance is a virtual base item now.

The fact that rerolls can come to a stop is interesting. I'd call it "Planned Obsolescence". (edit: if we wanted to reduce the amount of craft spams, eg rerolls in PoE1, this logic could also be applied to the game. Eg, Essences eventually turn items into Remnants of Corruption, and Fossils eventually fractures items, and won't work on fractured items.)

As such, I would make the new Orb of Chance more available, to give some redos during the campaign. Maybe drops 10 times more often than currently, and disenchanting uniques should maybe give full Orb of Chances, or 5 shards. As an example, the chances on redos could be:
1/10, it will do what it currently does
3/10, it will roll into rare, or reroll affixes
6/10, it will roll into magic, or reroll affixes

## Jeweller Orb suggestion, with all 3 different Jeweller orbs combined into one, with text "Reforges a different number of sockets"
If we had only one Jeweller orb to randomize the number of sockets, it would never become redundant. In PoE1 we needed around 350 Jewellers to get full sockets, but we could probably do with less in PoE2. Imagining if we'd drop around 40 Jeweller orbs during the campaign, divided between all equipped skills, the craft could be something like this (PS: don't mind the weird math, I gave up to keep it simple. It was difficult, because it cannot roll the one it already has):
1/40 to get a 5-socket, with a gem skill lvl 10+
10/40 to get a 4-socket, with a gem skill lvl 5+
20/40 to get a 3-socket
20/40 to get a 2-socket

With this, it would always upgrade a 2-socket with at least 1. But the possibility for it to give us a lucky roll early on, is something to hope for. To show how many sockets a skill can have by its level, just remove the placeholder positions for additional sockets that cannot roll from the skill UI.

## Closing
I want more crafting options. This post could spark some.
Последняя редакция: Celd#2630. Время: 24 янв. 2025 г., 02:01:38
Last bumped23 янв. 2025 г., 15:06:47

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