Personally I love the crafting aspect of the game. And through my first playthrough and a few hundred hours of endgame content, I was very dissapointed.
But with the introduction of the new ilvl63 recipes and the BoA concept, it has become a beloved activity with rewarding results. I mustn't forget to mention the harving of Demonic Essences here, because they play a big part in the rewarding aspect. Because also the Demonic Essences are BoA, you really have to play for it, and subsequently picking up Demonic Essences feels rewarding too.
The upcoming improvement where all legendaries of the game can drop on ilvl63 in inferno fixes this problem for all those <ilvl62 legendaries which had little to no use. It adds a great amount of new variables to the item-game.
I believe that this could also work for upgrading all recipes in the game to ilvl63, and have them BoA. It is a shame that so many recipes with interesting items were created for so little usage. By the BoA system, the economy is protected (the market will not be flooded with zillions of great crafts from a very potent recipe), and players have the chance to craft interesting sets and items with a good chance on usable items. Rolling a BiS item is still a tough numbers game, so it won't be too easy. Combining this with BoA neccessity for essences or crafting materials (so that farming is required to craft) could make it even stronger in re-playability (farming essences definitely beats buying 100k of essences in the AH).
It could be even more interesting by allowing all existing legendaries to also drop 'their recipe'. I think it would be a great endgame to aquire a Mempo recipe, and keep crafting till that BiS version.
End game idea involving crating that could benefit multiple gaming concepts. Angel battles, end game farming for items similar to keys. Results - Craft items either a. With other items to enhance them some way, better stat-age, or heavier damage. Or b. Make portals leading to corrupted heaven section that has uber boss type guys. Craft better gear than simple ilvl 63 items. Their own legendaries so to speak. And / or just make new legendaries that only drop there...
Add another recipe you can craft with organs from Ubers. Maybe a belt. Maybe make it a belt with a guaranteed (2.50-3.00) life leech roll so that WDs in particular but also Wiz can obtain life leech without necessitating it on a MH weapon.
I don't know. Just some stupid idea I had. It seemed reasonable though. LL only on weapons (except for Barbs) is a major shortcoming that helps make "great" weapons even more rare.
Why don't people actually put a bit of effort instead of "wanting more crafting" "want this want that", actually play the game and items will come. Just last year i had to start fresh on EU, no gold, no characters (and no crafting). Now, para 92 HC WD and did everything myself. Put the time in and you get the rewards.
Players are just so lazy these days, always want something for nothing, farm like the game is intended, buy some cheap budget gear (from memory, i geared my WD to farm act 3 inferno with a budget of 2mil - which you get from lvl'n to 60 and selling the rares along the way) and actually play the game. Sure you won't 1 shot everything with budget gear, but mp0 is where you are meant to start at. Not craft everyslot and start at mp2 or higher.
Less crafting, more farming. This isn't WoW. You need to invest time.
The amount of nerfs they put in this game since release makes inferno a farm fest with the most budget of gear.
You don't need more BoA crafted crap, just play the game, items will drop.
Thanks.
I do not understand this aversion against crafting or 'other ways than farming' to play the game.
I consider it a strong point in a game when the things you do are not monotonous. For Diablo I like it when a 60 minutes play session is build up from 45 minutes of efficient grinding items and essences, 5 minutes of checking the AH and 10 minutes of identifying and crafting. The diverseness feels rewarding because I really have stuff on my agenda I want to do.
By having more-than-one ways in the game to acquire interesting items or progress, I do not see how this is not adding to the depth of gameplay and hence replayability of the game.
Diverseness has always been a key component in my favourite games with good replayability. Like the different stages in battle in a good RTS game, like the different parts of a brilliant FPS map with varying gameplay, like the diverse corners you have to learn in a top notch race game.
RNG doesn't exist if all the legendaries you find are the same ones over and over... that's called retarded... rares are seldom useful, and crafting isn't a 1 shot deal to get what you want / need... I'm still trying to craft myself a good ammy... crafting also requires time in farming to acquire gems / tomes / essence / scrapable things for tears and essence / plans... I fail to see how crafting eliminates farming... I suppose you could just buy them from the AH... but doesn't that put you back to square one? Not everyone lucks out and gets good drops to sell / use... they'd like another way to acquire gear, which is also what the AH does. Everyone plays differently... improving crafting isn't a bad thing, if you wanna farm, do it, no ones stopping you.. this is for people who enjoy crafting
But with the introduction of the new ilvl63 recipes and the BoA concept, it has become a beloved activity with rewarding results. I mustn't forget to mention the harving of Demonic Essences here, because they play a big part in the rewarding aspect. Because also the Demonic Essences are BoA, you really have to play for it, and subsequently picking up Demonic Essences feels rewarding too.
The upcoming improvement where all legendaries of the game can drop on ilvl63 in inferno fixes this problem for all those <ilvl62 legendaries which had little to no use. It adds a great amount of new variables to the item-game.
I believe that this could also work for upgrading all recipes in the game to ilvl63, and have them BoA. It is a shame that so many recipes with interesting items were created for so little usage. By the BoA system, the economy is protected (the market will not be flooded with zillions of great crafts from a very potent recipe), and players have the chance to craft interesting sets and items with a good chance on usable items. Rolling a BiS item is still a tough numbers game, so it won't be too easy. Combining this with BoA neccessity for essences or crafting materials (so that farming is required to craft) could make it even stronger in re-playability (farming essences definitely beats buying 100k of essences in the AH).
It could be even more interesting by allowing all existing legendaries to also drop 'their recipe'. I think it would be a great endgame to aquire a Mempo recipe, and keep crafting till that BiS version.
Also good to mention: Great money sink.
Thanks for reading. Discuss
P.s. I'm p.s.'ed I can't craft ANY type of spear.
Add another recipe you can craft with organs from Ubers. Maybe a belt. Maybe make it a belt with a guaranteed (2.50-3.00) life leech roll so that WDs in particular but also Wiz can obtain life leech without necessitating it on a MH weapon.
I don't know. Just some stupid idea I had. It seemed reasonable though. LL only on weapons (except for Barbs) is a major shortcoming that helps make "great" weapons even more rare.
I do not understand this aversion against crafting or 'other ways than farming' to play the game.
I consider it a strong point in a game when the things you do are not monotonous. For Diablo I like it when a 60 minutes play session is build up from 45 minutes of efficient grinding items and essences, 5 minutes of checking the AH and 10 minutes of identifying and crafting. The diverseness feels rewarding because I really have stuff on my agenda I want to do.
By having more-than-one ways in the game to acquire interesting items or progress, I do not see how this is not adding to the depth of gameplay and hence replayability of the game.
Diverseness has always been a key component in my favourite games with good replayability. Like the different stages in battle in a good RTS game, like the different parts of a brilliant FPS map with varying gameplay, like the diverse corners you have to learn in a top notch race game.