Introduce a Vaal orb into median?

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Dru
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there's already oil of luck why not just edit it a bit.
Kepy11
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HechtHeftig wrote:
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.


Honestly, i like the idea of getting rid of lotto/luck. And creating something like Vaal orb, and it would have like a 30% chance to roll a random stat or nothing happens. Like for example

30% ED
10% spell damage
5% deadly strike
30 attributes
5% crushing blow
5% max life
20% all res
Item gets destroyed

I may be way off with numbers. But it would add another dynamic of lotto/luckying items. Make it so these Vaal orbs can't be bought from vendor and are drops only, similar to bella's and can be used on ANY item in the game. It would add new value to items, and be able to make different builds possible. My 2 cents really
Pub
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AnimeWaifu wrote:Just make oil of luck have a chance to destroy an item. Done. :coolstorybob:


I like where this is going.
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Prime_Evil
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inb4 "vaal or no balls" on screenshot thread.
Strigvir
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If you thought vaal orbs were a good idea in PoE, you shouldn't delude yourself with ARPGs and go straight to casino instead.
Lucky recipe has all randomness of vorbs but without annoying parts of it, namely locking the items from further manipulations.
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Crash
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solution to players playing the seasons longer: play instead of buy.

close thread.
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Crosby4HyG
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Can you elaborate a bit on what you mean by ruining the item?