Crafting in 0.4 after the removal of homogenized omens
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Last bumped11 дек. 2025 г., 10:41:00
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Your video is very thorough and I'm certain the community appreciates your efforts. I certainly do. I've watched several of your videos in the past and I tip my hat to you for the extensive knowledge you have shared regarding high tier crafting methods. However, I suspect the majority of players don't reside in the space where they can just grab 200 whittles out of the stash and go at it 'til the annuls, chaos and omens align.
While I recognize that there are still ways to achieve a desired crafting outcome, I am saddened that they removed the homogenizing omens from the drop table. This is an ARPG, and not an MMO. One player's power or ability to craft an item to increase it has no real bearing on the overall game-play experience for others. The ability to deterministically craft an item with 3-4 near perfect mods (and perhaps 2 more) without investing hundreds of divines was a booster for my own desire to play the game in 0.3. Sure, it affects the economy, but it also inspires players to try new things. In 0.3, I played every class but Sorcerer and Mercenary to 93+ and even swapped their ascendancies a few times because I was able to obtain affordable gear that could fit the build I wanted to try. What was a 20 divine amulet in 0.3 will likely be 200 divines in 0.4 and thus unreachable for a large portion of the player base. Expand that to numerous other slots such as breach rings and chest armour, and (in my opinion) the removal of these omens will have greatly reduced the likelihood of experimentation with a new build idea. Maybe I'm an outlier in this sentiment, but I think that the return to the RNG crafting of old, we'll see less players lasting for the whole 0.4 season... myself included. |
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Making crafting more RNG and less deterministic is a mistake. Letting people build the way they want should be the ideal for the game. Going crazy on RNG only benefits no lifers and RMT bots.
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