[0.2.0f] Essences as Augmentations/exalteds
I think the Essences could be more powerful. Right now they feel too bad when you use an essence in a white item just to have a bad mod or a low tier mod. I think they should add mods to the existing item.
And i could go further and propose that every essence adds a mod (even at rare items): greater essences (which are quite rare) could roll highest mod tiers. This would bring a powerful crafting item to the game. Последняя редакция: Sulik7#2502. Время: 24 апр. 2025 г., 09:17:04 Last bumped24 апр. 2025 г., 09:11:33
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" Yeah, i think an essence should guarantee a higher tier mod since they only give one mod. Used a greater essence of fire and got 20 fire res on a lvl 80ish item. Nuts. |
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" Normal/white item drops do not give anything exciting for crafts. During the campaign it makes sense to upgrade normals to magic, but moving towards the end game the process gives more and more relatively low rolls to current gear. In other words, the better rolls you need for an upgrade, the more low rolls you are going to see before that. Rarity tiers can help with this by giving crafting bases with better mods, but it starts with magic items. Starting crafting from normal items with essences or transmutations is roughly equivalent to identifying basic magic items to find high rolls, which by the end game requires up to tabs full of magic bases to identify to get something useful to craft into rares. Indeed, lesser essences could be instead changed to act like Augmentation Orbs, where they add a mod with a specific tag to a magic item. Now to craft you can find a tiered magic item with 1 good mod, or to Annul a bad mod, and to try adding a specific mod with a lesser essence. And once you are happy with the magic item you can slam a greater essence onto it. Now the Essence crafting identity is tightly bound to magic items, and I'm all for it, because it would be effective during both the end game and campaign. |