Серверы PoE 2 будут перезагружены через: .
Работа будет восстановлена примерно через .Top 5 most wished new orb mechanic
orb of burning love;
removes the forum post with the least logic (not about this thread but about troll posts) |
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orb of kalandra
moves your character to a new starting point on the passive tree Последняя редакция: thenewapollo#6906. Время: 21 сент. 2013 г., 14:45:18
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I nominate...
Orb of Reshaping - Randomizes the base item type of a normal, magic, or rare item. (Bounded by itemlevel, does not work on uniques.) "Orb of Myth shouldn't exist because uniques are balanced according to item type; allowing upgrade of unique item type must not be allowed. Additionally, it should be random, as my Orb of Reshaping is. Celestial Chain is horrifically OP and should not be allowed to exist. Ethereal Abacus and Oblivion Runestone are good suggestions; it's similar to existing orbs (Chaos Orb and Orb of Scouring), but do distinctly different things. "Also hideously OP. I think the base rates of off-color sockets should be slightly improved for chromatics (from a current estimated 8:1:1 to 6:1:1 on pure pieces, and from an estimated 4.5:4.5:1 to 4:4:1 on hybrid pieces), but nothing which infringes on Tabula Rasa's coolness. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Последняя редакция: ScrotieMcB#2697. Время: 21 сент. 2013 г., 16:00:31
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" So an orb that gives you a chance to actually use your gems in an item is "hideously OP"? That's the kind of arbitrarily punitive attitude that does nothing for the game except provoke QQ rage. My suggestion is to introduce endgame orbs that enable reliable socket-crafting of high-level items, along with one significant caveat: Both the orbs and the crafted items become permanently bound to your account. These endgame orbs would have a small chance to be dropped by the bosses in high-level maps (placeholder orb names): Bronze Orb (map lvl-75+): Punches the max number of sockets into an item. Silver Orb (map lvl-76+): Links all sockets in an item together. Golden Orb (map lvl-77+): Turns all sockets in an item white. Once picked up, these endgame orbs would be permanently bound to your account. Any item that was modified by an endgame orb would likewise be permanently bound to your account. Alternately, a new vendor recipe would allow you to exchange an endgame orb for one Exalted Orb. Endgame socket-crafting orbs would allow GGG to maintain its current orb economy and drop rates unchanged. They would provide a unique endgame goal for players determined to conquer the highest-level maps. Since the orbs and crafted items would all be account-bound, they would make no significant impact on the trade economy. As items that can only be acquired in combat, endgame socket-crafting orbs would be accessible to both self-found and party players alike. Последняя редакция: RogueMage#7621. Время: 21 сент. 2013 г., 16:45:21
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"Fuck that shit. I don't want to see anything account-bound in this game. Ever. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Care to elaborate? You're usually more eloquent than that, but if that's your only counter-argument, I can accept that you just don't like the idea of rewarding players for endgame combat accomplishments. Frankly, I'd much prefer account-bound socket-crafting to the current RMT-fueled gambling marathons. |
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"This isn't an MMO, this is an ARPG. One of the key differences is the tradeable nature of everything, and the constant struggle to control RNG. Things like guaranteed, high-level results and account-bound anything have no place here. And if your idea was implemented, the result would be the least used orbs in the game. Bronze, Silver, and Gold Orbs would be used even less often than Exalts, and most 6Ls would still come from the old method, because why bother transforming an epic item into something you can't even retrade? I'm not the only person who despises account-bound, and as a result you'd see every conceivable trading-based work-around to subvert your intent. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Последняя редакция: ScrotieMcB#2697. Время: 21 сент. 2013 г., 17:10:56
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Fusion Orb
The stats of the new item are randomly chosen from the mod pool the 2 items you want to fuse offer. It basically scambles all the possible stats and combines them. It will always round down so if you combine 3+6 stats you will end up with 4 (4.5->4). If you combine 4+6 though the new ring will end up with 5 stats. " The new ring will end up with 3 Stats, randomly chose from the 7 that are available. If both items have a specific stat that stat will be on the new item for sure. It takes the average so if you want a 70+ life roll for sure you would need both rings to have a 70+ life roll for it to end up in the highest bracket. Could even think of combining different rings. Combine a Sapphire and a Topaz and get a [Whatever Ring] that has a 10-15 Cold and Lightning Resistance for example. Последняя редакция: nynyny#3398. Время: 21 сент. 2013 г., 17:34:22
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Personally adding higher drop rates on eternal orbs in maps would be the best way I could see the crafting system evolve to be more player friendly.
These Items dropped about gemcutters rates. Orb of Radiance - 5% chance to remove two sockets, 25% chance to remove one socket, 65% chance to add one socket, 5% chance to add two sockets. 1% chance of the new socket to be linked. Orb of Lordship - same rates just with linking sockets. Currently its cheaper and easier to start with a 6 link item and chaos it till you get awesome mods or work up mods one by one using Eternal orbs. These would allow for good rare items with workable links to be made into great items. Blowing 200 jewelers + 200 fusing + 200 armor scraps on one item to 6 link it is a stupid waste of currency and if you only have 100 or so of each not even worth trying to loose a 3 - 4 link item. Последняя редакция: DarkHeart69#3094. Время: 21 сент. 2013 г., 18:47:37
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0)Remove eternals and imprints
1) Orb One: Add a 'fake' enchantement to an item. Fake enchantmeent are labeled with (*): e.g. '(*)Add 2-4 Fire Damage' 2) Orb Two: Remove a random fake enchantment. [In alternative: remove all fake enchantement] 3) Orb Three: Transform a random fake enc. into a real one [In alternative: convert all fake enc. to real] Rule: Items with fake ench. cannot be used [in alternative: fake enchantements provide no bonus]. Each of these 3 orbs should be rare about an exalt. 4) Mini Divine Orb: Same as divine but for blue items [Proposed by ScrotieMcB] 5) Gold Orb. Stack of them can be used to buy alt, trans, wisdom, alc or arm.scrap. Remove shards. Should be very easily stackable and extremly common. Note: the first three orb should provide an eternal replacement without the use of imprints (which i do not like). The only exception is that with this implementation they cannot be used for 'upgrading' color sockets (i do not think eternal are used for upgrading 5L to 6L) Roma timezone (Italy)
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