Path of Exile: Forsaken Masters

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b15h09 wrote:
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Snorkle_uk wrote:

People are dropping 100+ exalts in currency trying to roll a single T2/T3 mod on a bit of gear, you are getting these mods for a pitiful amount of chaos, Im struggling to even get my head around T3 mods being acceptable in a straight guaranteed purchase system where it costs less than an exalt.


Eh, people drop hundreds of dollars for a meal they can make at home for a few bucks. Rich people do silly things. Doesn't mean it should be the standard.


Im not sure the analogy holds up entirely but I think I get the gist of it, yes this is the way it IS right now but its semi retarded and it shouldnt be that way. Yep, I agree.

However, you are taking something that maybe costs 3000+ chaos right now and you are giving it to people for 5 chaos, thats a gargantuan change, its not costing half as much, its not costing 10% of the current cost, its not even 1% of the current cost...

For a game that has had such a history of sticking to its guns over item starvation, that has been ruthlessly stingy in the past, too stingy I agree, it just would seem so far in the other direction to allow t3 mods to be guaranteed exalted on items for a few chaos. If I said "how about you can buy a kaoms heart from the vendor for an exalt" people would call me an idiot, but that would be far closer to its current value than charging 5 chaos for a t3 mod, just to put in perspective how stupidly op even t3 would be. The idea that t3 is too low? Come on man, am I the only one here thinking this?


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Mr_Cee wrote:
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Snorkle_uk wrote:
Why do we need reduced mana? Why wouldnt you run it on every aura? Virtually everyone runs it on every aura, its doing nothing for the game. Its just a 1 gemslot tax on using auras that serves no real purpose I feel.

the cost of one gemslot (per linked gem setup/per equipment part you like to use its effect on) ist definitively more than "nothing" to the game. It serves as socket sink, and a way to force people to invest into that spec to make use of multiple auras - in the same way the 'reduced reservation' nodes work.

If we imagine there would no such mechanics, then there would just be a defined amount of skills with reservation possible, three if it would be 25% each, as example. (maybe one more on blood magic). No possibilities, no option to build around, no/less variety...

Rhetoric: why do we need blood magic? increased crit chance? things like point blank etc? Just to offer options and diversity...



Why dow e need a socket sink on auras? What purpose does that serve? force people to ivnest? Invest what? A gem slot? to use multiple auras? they use the gemslot even to run 1 aura, its not something that forces a certain type of aura build to invest to be more op, its just a socket sink for everyone running auras, and everyone runs auras. It doesnt give variety or possibilities, its just a useless socket tax with absolutely no beneficial effect on the game, it bring sno variety, its not something to build around, its just absolutely redundant.

The things you bring up with blod magic etc have absolutely no relevance to the point in hand, they actually do something different to not having them, reduced mana is just a given on any aura, bloodmagic gem is not a given on any skill, at all, theres absolutely no comparison.
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Snorkle_uk wrote:
You can supply yourself with decent mid tier stuff already. A lot of people do trade for it though, id say 98% of the trades I make are selling mid tier gear, if 98% of the trades currently being made stop existing because everyone who plays even moderate amounts has mountains of that gear already then that is a massive change to the game and community, to peoples orbs supplies, Im not complaining but theres certainly concerns there, I think justified concerns.

If are not able to sell mid levels of gear then that massively effects the high end gear market because people who buy high end gear are usually doing so off the back of selling massive quantities of mid range gear.

Of course. But: Average gear, and especially average levelling gear, has an average trade value of? 1...2C. Thats (as said also from others here) is still less than even that ONE selectable affix seems to cost then (3C in the picture, surely raising for some higer/more valuable circumstances). Then add the base item, the socket crafting and (as theoretically completely self crafted) 2 good/nearperfect blue affixes and one lucky regal roll... This item will NOT/never be that cheap as an actual, good midrange tradeitem. (gets cheaper with a good rare as a base, ofc)

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Snorkle_uk wrote:
Like I said, Im not complaining, Im just discussing how these changes might effect the game.

Thats why we're here, to cross our opinions ;)
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Snorkle_uk wrote:
I think its foolish to dismiss the idea that these changes could have negative effects on certain areas.

It will have effects,yes. If these are/could be bad, heavily depends on personal view. For me, every chance to be not that much driven to trades is a good change. On the other hand, a good random drop will still/always sell for ~1C and is fair priced with this, IMHO. Crafting however becomes cheaper: (much?) less random - so why should its results stay expensive?
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
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Snorkle_uk wrote:
However, you are taking something that maybe costs 3000+ chaos right now and you are giving it to people for 5 chaos, thats a gargantuan change,


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Snorkle_uk wrote:
People are dropping 100+ exalts in currency trying to roll a single T2/T3 mod on a bit of gear, you are getting these mods for a pitiful amount of chaos


Can you show me the source on this?

The cost almost surely depends on how many mods are on the item to begin with.

The only source I see on cost is the one screenshot, which is most likely showing the minimum cost (one mod going on a white item with no other mods)

Last edited by Veruski#5480 on Jul 31, 2014, 12:46:56 PM
Actual crafting.

Well, that's going to be interesting.
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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Veruski wrote:
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Snorkle_uk wrote:
People are dropping 100+ exalts in currency trying to roll a single T2/T3 mod on a bit of gear, you are getting these mods for a pitiful amount of chaos


Can you show me the source on this?

The cost almost surely depends on how many mods are on the item to begin with.

The only source I see on cost is the one screenshot, which is most likely showing the costs of enchanting a single mod onto a white item. Obviously, that would be the cheapest case.



we dont know, its speculation, people have speculated that the max possible will be a t3 mod, and others are saying thats too low, and Im putting the current method of getting a t3 mod out there to put into perspective relative costs of what we have now vs what we see in the pics.
Months ago the Wilson said there would be a new way to get a 6 link in this expansion.

https://www.youtube.com/watch?v=CCOoW09Udm4

One of these masters has it.
God_of_Thieves_LLD_PVP__I hate the Labyrinth
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Snorkle_uk wrote:
we dont know, its speculation, people have speculated that the max possible will be a t3 mod, and others are saying thats too low, and Im putting the current method of getting a t3 mod out there to put into perspective relative costs of what we have now vs what we see in the pics.


Then why are you speculating that GGG would do literally the dumbest possible thing?

Why the fuck would they make it cost the same to put the first mod on, as the last mod? That wouldn't follow any logic at all.

All we have is a single screenshot showing some fairly low prices.

Which is why I'm guessing those prices correspond to putting the mod onto a WHITE item, which would make sense, considering how many alterations it generally takes.

If anything, it would probably be cheaper to get the +50 life roll through alts, "on average" -- but paying the 3 chaos minimizes risk ;)

Seriously, there's no fucking way GGG would be so dumb as to make the last mod cost the same as the first mod, and you have no reason to assume that, so stop repeating it like it's a fact.
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Snorkle_uk wrote:
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b15h09 wrote:
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Snorkle_uk wrote:

People are dropping 100+ exalts in currency trying to roll a single T2/T3 mod on a bit of gear, you are getting these mods for a pitiful amount of chaos, Im struggling to even get my head around T3 mods being acceptable in a straight guaranteed purchase system where it costs less than an exalt.


Eh, people drop hundreds of dollars for a meal they can make at home for a few bucks. Rich people do silly things. Doesn't mean it should be the standard.


Im not sure the analogy holds up entirely but I think I get the gist of it, yes this is the way it IS right now but its semi retarded and it shouldnt be that way. Yep, I agree.

However, you are taking something that maybe costs 3000+ chaos right now and you are giving it to people for 5 chaos, thats a gargantuan change, its not costing half as much, its not costing 10% of the current cost, its not even 1% of the current cost...

For a game that has had such a history of sticking to its guns over item starvation, that has been ruthlessly stingy in the past, too stingy I agree, it just would seem so far in the other direction to allow t3 mods to be guaranteed exalted on items for a few chaos. If I said "how about you can buy a kaoms heart from the vendor for an exalt" people would call me an idiot, but that would be far closer to its current value than charging 5 chaos for a t3 mod, just to put in perspective how stupidly op even t3 would be. The idea that t3 is too low? Come on man, am I the only one here thinking this?


Nah, that's quite fair. I certainly don't think t3 is too low, and feel it's probably about right, but the big thing is, it's a single mod that can be purchased, and it sounds like there are going to be some very build specific 'purchase only' mods that will be competing for that slot. I don't think it totally invalidates the gambling process, or how items are currently made. It may seriously damage 6 affix rare prices, though, depending on the desirability of these new purchasable ones are. If done well, people will still be trying to get that decent rolled mundane affix with their orbs though.
No. Calm down. Learn to enjoy losing.
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Mr_Cee wrote:

Of course. But: Average gear, and especially average levelling gear, has an average trade value of? 1...2C.


Im not talking about leveling gear Im talking about mid tier endgame gear than can beat a lvl78 map. Given that high tier gear costs between 10 and 200 exalts, I think turning your vendor trash into mid tier gear for some chaos is far from "never be that cheap as an actual, good midrange tradeitem".

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Chris wrote:
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Pokopensuke wrote:
I have two questions.

1. Is the reputation system account wide or each character?
2. Can the crafting bench add a mod to uniques too?


1. All characters in the same league have the same Master progress and Hideout.

2. You can't add mods to uniques but you can modify their sockets.



1)yeah, figured that was a given, but never know, lol
2)Why not? seriously give us ways to customize our gear, whether it be by adding stats or mf, or whatever, we need imbuing or gems/jewels that add more to our gear


On another note, you stated you will not be able to craft a seventh mod onto an item. Why, why are you limiting this so badly. So if we find a great item with 5/6 or 6/6 mods that are great, its basically screwed because it can NOT be given a crafted mod. Crafted MODs SHOULD BE considered seperate.
IGN:Axe_Crazy

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