

Since the introduction of lvl 75 items my interest in Eternium has cratered. Grind and grind, knowing every TL 100 gets you thatmuch closer to the Lv75 using tempering orbs.Īctually Arionthe, I'd say the opposite. Pull that one armed bandit slot machine we called crafting table with the mastery perk (as it is now). So there, two routes to that mythical Lv75. raises item level from 74 -> 75 Costs 3x of Lv 4 Orb (perfection always costs just a little more than it should) raises item level from 73 -> 74 Costs 2x of Lv 3 Orb raises item level from 72 -> 73 Costs 2x of Lv 2 Orb raises item level from 71 -> 72 Costs a little more of everything raises item level from 70 -> 71 Costs a bit of everything So how about this modification of the OP idea.Ĭraftable items like CT that increases an item's level after its creation. Like the matrix, if everything is milk and honey. So while the OP idea might be good for sanity in a rational world. Think "just one more level and maybe I get lucky" thought process. It's a well proven game development principle that random reward system encourages greater time/money investment in the game. Taking away RNG maybe music to players' ears, but not necessarily so for the makers of the game.

So let's take a Eridanus, Greatstaff of the Magi as an example: Now instead of the current 1.025% chance of a level75 craft, you would instead take the base level70 costs and multiply them by 2 for each level above 70. The perk would commence at Mastery Level 20 and allow you to craft items 2 levels higher - this applies to both sub-70 characters and to level70 ones, thus allowing you to craft level 72 pieces at the most.Īt Mastery Level 30, you can craft 3 levels higher change the Master Crafter perk to allow your characters to craft items X levels higher than their level. You would also not feel the dismay of not getting a 75 after exhausting your hard-earned mats and gold in an unlucky crafting streak. You would farm mats to a very specific tangible goal, rather than to the uncertainty of "is 15m gold and 3K of each Greater Essence enough?".

No exploits, no seed fixing, no lookaheads. while I am aware that persistence pays off, I think it would be much better if the higher-than-70 level crafting was made deterministic rather than random: So, we've all felt the dismay of crafting piece after piece (and at such a cost.) in search of those elusive level 75s.
