Masters remove crafted mod
" Actually, it is good for the economy because it increases the value of currency and the demand for it. Inflation is what's bad for the economy. | |
Bump for lower lvl req on crafted mod removal
IGN - Partitioner
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Agreed, it should be reduced to lvl-6
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this game was made for ppl without rl? looks like.....i have a job 8-10 hours of working,my lill fam need some times also,if im happy im able to play 1 hour a day! i can do my dailys for masters and do 1-3 maps,thats all,how long it takes to get lev 8 for the masters to remove my faults or getting better stats at my stuff? rly, i dont wanne calculate it.......i was hoping that update brings me more fun upgrading my stuff....but it dont!! @Chris Wilson, do something for the non 24/7 players,pls!!
im not willing to spend 20Chaos or 1Ex to remove a craft from a 24/7 player who lifes in poe....!!! sry for my english,never had it at school,made at GDR^^ greetings GunShrek |
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bump for lvl 6 removing
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" Yea, but then we woudnt have "affix removal service, 1 ex fee plox". GGG cares about the economy, employment & small businesses! Vote GGG! When night falls
She cloaks the world In impenetrable darkness |
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" I don't see the problem with yet another gambling option... it's an option, you don't have to use it, but you can when needed. And I also see no reason why it should be the prerogative of extremely active players when the system (cheap non-top-tier modifications) was allegedly introduced to help people along the way instead of keeping useful crafting to high-lvl ex/eternal binging people. " Personally I don't see the need to sink tons of currency for that silly 2% improvement. I do however have a triple-res +99 life chest piece to which I added a lvl 4 buff (+57% evasion) before I saw that life leech was available at lvl 5 (the wiki wasn't updated at this point), which would be tremendously more useful for my build. The assumption was that higher lvls don't offer completely new traits, but simply better +% evasion, which I don't mind too much not having on this build... because if a better +% evasion is available at lvl 7 (quite a long play time for me) then I can just as well wait till lvl 8 (also quite a long play time for me) to improve the current one. But now I have to wait a few months to get the life leech... we're talking about a 2 chaos mod here, the ~1 ex fee of people with lvl 8 masters is crazy high. Oh and my secondary character has a nice triple res 6L spidersilk robe (my most valuable item), which I'm reluctant to add +life to because this prevents me from adding a better tier +life on higher Haku lvls until I reach lvl 8. Which means I won't use the crafting system on it for the next few months. It's not about a 2% improvement, but a guaranteed ~50% improvement due to +1 or +2 tiers higher mods after only 1 try. For summary: having mod removal at lvl 8 means the current masters crafting system is disproportionately more useful to grinders than to average and "casual" (for me /played gives 13 days on my main char, somewhat less on my secondary) and even the solo/selffound players. Last edited by foosis#6735 on Sep 12, 2014, 12:53:38 PM
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I truly wish we could get a GGG response to this. I was personally hoping that the new patch was going to introduce lower level craft removal.
*sigh* back to dreaming I guess |
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I think lvl. 6 would be a much more reasonable level for such a useful mod. Especially if you really are trying to suggest that Masters are there to help people with mid-game improvements to their items.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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I'll get my first to level 6 this coming week. That's what... three weeks?
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