Idea - Introduction of new Currency orbs - creating better economy
Hi Guys,
As you know, there is a significant imbalance of orb value after exalt. It jumps from Exalt to Mirror (40 Exalt Eq) but nothing in between. Here I propose an idea which I think will create greater diversity within the economy and give more freedom of choice to players: 1) Orb of Ying and Yang This orb can go to a maximum of 5 in a stack and performs the following function: Doubles the effectiveness of 1 affix on an item (randomly chosen) and halves the effectiveness of another affix on an item (randomly chosen). This effect is irreversible and items such as a divine orb cannot be used to re-roll the affixes modified. This orb only works on Explicit affixes on an item. This orb allows freedom to roll an item that may not have been rolled well e.g. a ilevel 79 item with a ilevel 55 affix, at the cost of another affix suffering. This is also useful because if the item roles one null and void affix, there is a chance to save it and make it worth while again. 2) Orb of Essence and Soul This orb can go to a maximum of 10 orbs per stack and performs the following: This orb takes all values of an item and extracts it, then the values may be re-applied to another item of the same class/type. The original item has its essence removed and in turn becomes a normal white item. This orb gives players greater choice and also provides a competition to the mirror of Kalandra. The way this is used is as follows: E.g. normal white 6L 2H mace and a rare non 6L 2H mace. The orb will take all the rolled affixes and apply it to the 6L 2H mace (saving on mirror and also saving on fusings/jewellers). This also allows players greater choice and freedome and diversity 3) Pandora's Orb This orb can go to a maximum of 20 orbs per stack and performs the following: This orb when used, removes a randomly chosen affix from an item. Once an item has no affixes, it returns to its original state as a white item. This orb again provides players greater freedom and diversity - giving them a chance to potentially save what could be an oncoming train wreck of a craft. I believe the introduction of these orbs will create greater balance and diversity in the economy. I also believe this will allow players more freedom of choice and (hopefully) less rage threads about crafting :p. Yours Wurz This thread has been automatically archived. Replies are disabled.
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4) Orb of Devolution
Transforms a Rare item back into a magic item removing all but 2 randomly chosen affixes. |
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1) Orb of Ying and Yang: heinously overpowered and unfun
What this orb would do is make it so that, instead of armour being about 5-6 different things, it's about 2-3 different things. Low life affix would still suck, because you'd want it high to double it. If you really screwed the game balance pooch and let it double the same affix multiple times, items would become about one thing only: life*. Take a +90 life chest, then double life, double life again, double life some more, double it yet again, then double it a final time for a nice +2880 life chest, with possible six-link. Suck it, Kaom's Heart. 2) Orb of Essence and Soul: potentially overpowered and fun The only problem is this is non-random and can transfer a lot of good mods at once, so someone might be able to figure a way to really abuse this. Just to err on the safe side, I'd have the orb utterly destroy the item it's being fueled by. However, overall +1. 3/4) Pandora's Orb / Orb of Devolution - not overpowered but not very interesting It's like a mini Orb of Scouring. One good question is: what would people do with Orbs of Scouring after this? Maybe a better suggestion is just to give Orbs of Scouring this functionality, instead of making a new orb with an out-of-play Greek mythology reference. edit: Orb of Devolution is basically the same suggestion. * ES is life. It's still one thing; that's my story, and I'm sticking to it. 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. Last edited by ScrotieMcB#2697 on Mar 30, 2013, 11:55:14 PM
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Good feedback. Maybe have the Orb of Ying and Yang like mirror - use once, can't twice?
Help spread the word and support! Thanks Last edited by Wurzel#6766 on Mar 31, 2013, 12:03:26 AM
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" Yes, this would be one "extreme" of the situation. People getting A LOT of Y/Y orbs and getting lucky, thus being able to double all the affixes they want However, there's also the other extreme, with people using the orbs and getting good affixes halved and bad affixes doubled, and so forth and so forth "destroying" their items. I doubt there is a middle ground (or one that has little variance), and that's where I see stuff fail (specially with other orbs currently in the game...fusings/jewellers/etc) ...well.....I guess it's not as "bad" as fusings/etc in that regard, since theoretically, if you use the orbs long enough, you'll get to the original affix (if the expected value is the original affixes). But it varies between "makes your item useless" and "OP" with an expected value of "doesn't do anything", and I dunno if that would add something significantly to the game. |
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" I second this. You have as equal chance to get a train wreck as you do a pot of gold. |
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The first orb is very interesting.
But it shouldnt do 'double the affix'. It should be like this: 1 affix goes 1 tier up, 1 affix goes 1 tier down. So for example you have +50 life and 5.0 life regen per second on a rare chest. You want to get the life up, so you use this and hope that life regen will go down and life will go up. Very interesting, very risky and very RNG :P. Something like a divine orb, but with much more risk of screwing up an item. | |
The reason why orbs are being used as gold is because after a certain point in the game (usually level 50-60), the massive RNG aspects in crafting (especially in regards to fusings/jewellers which either kill ur current skill build or require you to farm extra insurence) means the effort required to craft items, out of those orbs, is definitely not worth the risk
So people are doing what they did in D3, they hoard orbs and use them as a form of currency to purchase an item of trade chat/forums The above is the problem with the economy, introducing new orbs won't fix that problem. They will either become mandatory or useless |
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Crafting wont be done if:
a) it is highly RNG and risk/reward Ratio is bad (like it is now) b) orbs can be used for trading instead simple solution: Make orbs bind on account -> force people to use them No good idea right now without dramaticly improved droprates of orbs. better solution: Make orbs an controlled, much less Rng crafting System -> Risk/reward ratio get better and people will craft instead of trade best solution: make orbs bind on account, maybe improve droprates a bit, remove a Major part of rng from crafting (e.g. dont allow a ilvl 71 item to roll Affixes below lvl 66 (min Affix lvl = ilvl -5) Last edited by return33#2156 on Mar 31, 2013, 7:22:21 AM
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Orb of Magnetism
-Applies a 100% buff to magic find for one instance Orb of Refinement -Increases item level by 1 Orb of Wonder - Applies colorless to a random socket(allowing all gem colors) You see, there's three kinds of "there". There's "there", t-h-e-r-e: "There are the donuts." Then there's "their", t-h-e-i-r, which is the possessive: "It is their donut." Then finally, there's "they're", t-h-e-y-apostrophe-r-e. A contraction meaning: "They're... they're the donut people." Got it?
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