Masters remove crafted mod

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MaSterX_BG wrote:
Easy removal of crafted mod is bad for the economy. Sorry.
Neeeeext!


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
Agreed, it should be reduced to lvl-6
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
bump for lvl 6 removing
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Mivo wrote:
"
MaSterX_BG wrote:
Easy removal of crafted mod is bad for the economy. Sorry.
Neeeeext!


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.


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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morbo wrote:

Having the ability to remove crafted affix earlier, would mean that people would spend more orbs on crafting.

You can already go broke with fuse gambling, chaos spam gambling, etc.. one more currency sink gambling option, wont make the forums assplode.


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.

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morbo wrote:
I don't see how gambling with crafting brackets, is any different to gambling with alterations, blessed, divines, chaos... All these orbs make you gamble more, for that 2% better affix.


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
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
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
I'll get my first to level 6 this coming week. That's what... three weeks?

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