Introduce a Vaal orb into median?

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Chrysamere
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just like in poe. For those who not know, its an one-use consumable that either upgrades an item or wrecks it.
It helps keeping endgame players occupied a little more in a fun way.
The granted bonus isn't big, but the amount of endgame items destroyed keeps player online numbers higher later in a season
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HechtHeftig
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Chrysamere wrote:just like in poe. For those who not know, its an one-use consumable that either upgrades an item or wrecks it.
It helps keeping endgame players occupied a little more in a fun way.
The granted bonus isn't big, but the amount of endgame items destroyed keeps player online numbers higher later in a season


I wouldn't call destroying your progress fun in any way. This just widens the gap between people who play 24/7 and casual gamers... So no. Please no.
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RandomOnions
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Would be fun to see such a concept here, I love min maxing so. And in PoE it's only like 20% chance to brick anyway?
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HechtHeftig
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RandomOnions wrote:Would be fun to see such a concept here, I love min maxing so. And in PoE it's only like 20% chance to brick anyway?


Well, it's definitely a good way to artificially increase ladder duration without adding content. Plus we already have both lucky recipe and lottery bonus. Is another random factor really necessary?
Kepy11
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Yep.. like slamming in path of diablo, i like the idea of a chance to roll random different stats to items
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RandomOnions
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HechtHeftig wrote:
RandomOnions wrote:Would be fun to see such a concept here, I love min maxing so. And in PoE it's only like 20% chance to brick anyway?


Well, it's definitely a good way to artificially increase ladder duration without adding content. Plus we already have both lucky recipe and lottery bonus. Is another random factor really necessary?

Found the min maxing hater :coolstorybob:
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HechtHeftig
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RandomOnions wrote:
HechtHeftig wrote:
RandomOnions wrote:Would be fun to see such a concept here, I love min maxing so. And in PoE it's only like 20% chance to brick anyway?


Well, it's definitely a good way to artificially increase ladder duration without adding content. Plus we already have both lucky recipe and lottery bonus. Is another random factor really necessary?

Found the min maxing hater :coolstorybob:


Oh right I forgot this is the internet where you don't need arguments but instead only need to denounce everyone who has a different opinion in order to win a discussion. :coolstorybob:
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RandomOnions
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Just because morons will use vaal orb on tyrael's might doesn't mean it couldn't be an interesting mechanic to add. If they dont like it as a concept sure, but it isn't remotely possible that it will hurt the game
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AnimeWaifu
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Just make oil of luck have a chance to destroy an item. Done. :coolstorybob:
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HechtHeftig
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RandomOnions wrote:Just because morons will use vaal orb on tyrael's might doesn't mean it couldn't be an interesting mechanic to add. If they dont like it as a concept sure, but it isn't remotely possible that it will hurt the game


Alright let me get this straight:

You, who loves minmaxing according to your first post in this topic, call people who would use that concept for minmaxing morons. What? :lol:

I could leave this be, but here are some more arguments against implementing such a mechanic which I know you won't read anyway:

We know the devs want to reduce the time we spend crafting in town and instead use that time to slay monsters. That's one reason why crafts were reduced to ashes to begin with. This new mechanic, if implemented as it is in PoE, would increase the time spent crafting in town by 20% on average. So it will hurt the game in hindsight to the devs vision, that's why I'm about 90% sure such a mechanic will never be implemented.

Next: if it is really an 80% chance for this recipe to suceed (sorry if this is wrong. I don't know it better cause nobody gave an information on how high the chance to suceed is), what point is in the bonus? If everything is special, nothing is. This would not be interesting, it would be mandatory for every runeword you create, for every item you craft, for every tiered unique you use. So it will hinder and slow down your progress in the already tedious part: the leveling from 105 to 125 part. And of course, it would be mandatory for every SU as well for those who love minmaxing. I'm not saying you'd always do it on every SU. That's natural. But you would need the exact same item twice in order to have some kind of insurance in case 1 item disappears and you're relying on that item to do uber X. So that increases the time you spend farming to get the same item again by 100% on average, if you think of this bonus as mandatory for minmaxing.

So what this implementation would lead to: A stronger focus on crafting (which the devs don't want) a 100% more tedious grind for those who want to use that recipe for minmaxing (which many players already don't want, given how many people ask for a reduction of the grind from 120 to 125) and it would also cause threads like "Help! My item is gone and now my character is ruined!" which I'm sure you would answer with: :coolstorybob:

From a game dev's view, this is just an aweful mechanic that's only meant for the top 0,01%, while punishing every other player with something annoying and tedious.