Just curious, is Blizzard going to address this?, it would be cool if they serve some purpose, let alone runewords, but, I dont know, something maybe minor, who knows.
From what I picked from Beta, whites and blues didn't really change their status.. you pick the ones you need at the end of the runs and DE them for mats, but generally you just dodge them. And if you don't plan to craft you don't really pick em up. And given beta has accelerated legendary drop rate, enchanting legendaries will be a lot more rare, hence with good gear. You will most likely just ignore whites and blues again.
First question, can this enchanting-women ad unlimeted amount of affix to an item, to cap it on affix? If she can upgrade a blue into a yellow, than giving blue item always perfekt-dopple role could give them a use.
She cant upgrade a blue to a rare. She can re-roll 1 affix on an item and once you do that you can only re-roll that one affix the other affixs on the item are locked.
I thought I read somewhere that only Rares and above items would be able to be enchanted.
I find Blues still good though - I finished Diablo Inferno with a character (Barb) only wearing Blue Items. It really made me think about the attributes I needed, and the skills I needed for specifc bosses. Sure - I died heaps along the way and it was a slow process, but a lot of fun nevertheless.
I'm sure other have done this too, with other classes (I chose Barb as Str is the primary stat, and gives both damage and defence).
- Rares, Legendaries and Set-items can be rerolled. - Only one stat can be exhanged. Once rerolled, you can reroll only that recent stat as many times as you want if you have material and gold to do so. - Enchantment knows what character you are playing and thus only show your class base stats (Monk = dex + vit and so on). - Set items need sometimes an item, for example gloves (any itemlevel will do and type) to make a glove of that set item. Some legendaries need this too. - White items is easy to find, the hard part is to find "Forgotten Souls" material to reroll legendaries ilevel 61+.
Here are the tiers, first being level 1-60. Next being 61-70 Normal: Reusable Parts, Common Debris Magic: Exquisite Essence, Arcane Dust Rare: Iridecent Tears, Veiled Crystal Legendary: Fiery Brimstone, Forgotten Souls
Crafting (books): Tome of Secrets, Scholarly Writings Crafting (special): Demonic Essence, Deaths Breath
I don't understand this obsession with making whites and blues actually viable. They already serve a pretty good purpose; you'll use them leveling up, and you need their crafting materials for higher end crafting. I'm all for making runewords in the future, but the state they are in now is perfectly fine, and Blizzard doesn't need to waste any more resource time on them.
They stated there was a natural sort of progression, and that you might pick up whites/blues for crafting that slot and to eventually be replaced by a legendary.
I don't understand this obsession with making whites and blues actually viable. They already serve a pretty good purpose; you'll use them leveling up, and you need their crafting materials for higher end crafting. I'm all for making runewords in the future, but the state they are in now is perfectly fine, and Blizzard doesn't need to waste any more resource time on them.
I never said that they should be viable, as in competing with Rares or Legendaries. I said that it would be cool if they serve a purpose, instead of being pinata stuff/craft material. Like, I don't know, find a perfect version of certain type of sword, to use it in a recipe, and you can find these special recipes all across the game.
I don't understand this obsession with making whites and blues actually viable. They already serve a pretty good purpose; you'll use them leveling up, and you need their crafting materials for higher end crafting. I'm all for making runewords in the future, but the state they are in now is perfectly fine, and Blizzard doesn't need to waste any more resource time on them.
I never said that they should be viable, as in competing with Rares or Legendaries. I said that it would be cool if they serve a purpose, instead of being pinata stuff/craft material. Like, I don't know, find a perfect version of certain type of sword, to use it in a recipe, and you can find these special recipes all across the game.
Well, you already have recipes that call for a white item to craft. It might be cool if the "Superior" or "Fine" mods on white weapons factored into the final product, but then you end up in a situation where nobody wants to craft using anything less than the highest-end version of the white item.
Well, it has been said that we will see a lot less whites and blues in RoS than we were seeing in D3V.And last I checked (not being sarcastic, it's been a while since I checked, trust me) whites were also crafting materials.
Given that Enchanting and Crafting will probably be the two major features that extend the end-game "item hunt", I'd say that's how they consider the issue dealt with.The rarity of whites/blues directly relates to that, by making the materials rare, you're bottlenecking how much you can Enchant/Craft.
Not saying that's good enough or solves the issue, since we will only know after some time with the game, but I believe that's the idea.
First question, can this enchanting-women ad unlimeted amount of affix to an item, to cap it on affix? If she can upgrade a blue into a yellow, than giving blue item always perfekt-dopple role could give them a use.
^^I like that in PoE. You always keep an eye out for perfect white items that you can then improve.
So in PoE you use whites for crafting and that's a good thing. In D3 you use whites for crafting and they are just "pinata/crafting stuff."
Got it!
It's not exactly that simple. In PoE the white item's stats, and gem slots it has are what determine how useful it will be as the base of a crafted item. In Diablo 3 none of that will matter, it'll just become a material.
I think that's what he was getting at.
Exactly, another example, in D2 according to how good was the white item, the runeword's quality was affected, reason why ethereal (cannot be repaired) weapons were very useful combined with runewords that had the indestructible affix.
Here, in D3, the weapons are "soul less", it means, it doesn't matter how good, rare the weapon/item is, it's all the same. Personally, I don't like that. I would like to hunt for a specific kind and quality of weapon.
I think there was something planned around the idea of different white items qualities, and it was just removed, like a lot of features that didn't make it into the game. After all, what's the reason for so many attributes (fine, solid, superior, etc) that items have?.
It just feels rushed and patched.
Here, simple solution: (for the ones who say that I'm only bad news and negative comments)
- highest possible quality white weapon + brimstone + some other not so easy to get crafts/items + considerable amount of money = legendary version of that white item. It not only makes white items interesting but also lets you hunt an specific legendary. Same rule could apply to blues, maybe the difference could be that the outcome legendary has stats that are related to the blue stats.
Voila, new "generic runewords", that doesn't even need new content, it uses what is already in the game.
You either haven't played PoE for more than 10 minutes (and therefore don't know what you're talking about), or you have and you're being intentionally misleading.The two systems have nothing to do with one another; in one you're just shovelling stuff into your inventory until it's full, go back to town and salvage away, in the other you're being selective on what to pick up, paying attention to the item's type, tier, quality, socket colour, socket number, and socket links.But yeah, feel free to continue doing what you're doing.
No intent to mislead. I probably should have explained my position further... it's not exactly well-phrased.
Firstly, if we're going to use white items I don't want to be ignoring 95%+ of them. That is my main issue with PoE's system. If it's not a 5-linked chest armor or 2h weapon it's probably not worth picking up. Having played PoE much more than 10 minutes worth, I'm well aware that MOST white items have absolutely no use. In this particular conversation, I think we should be striving for something that integrates white items into crafting MORE than PoE does.
Secondly, I have yet to see any streamer "shovelling" items into their inventories, particularly whites, just to salvage them in town. I can't help but think this is just some exaggeration for the sake of getting under my skin or something, because it's not very accurate. Even if it is, there isn't much difference (fundamentally) between picking up 100 white items to crush them down and make 20 items or picking up 20 Orbs to reroll a property on your specific white item 20 times. In PoE you're mindlessly picking up orbs. In D3 you're mindlessly picking up the items to salvage them. Is it really worth getting our panties in a bunch over the subtle differences between the two from a crafting perspective?
Personally, I prefer the fact that D3 has fewer crafting materials. When playing PoE I hated that orbs dominated my stash. When playing D3 I enjoy the fact that I don't have to salvage and stash crafting materials unless I want to craft. You don't really have the option to not pick up orbs in PoE though, you kinda have to pick them up.
So, all in all, I'd prefer a system where we used MORE white items instead of FEWER, even if it means we pick them up more mindlessly instead of scrutinizing their socket setups (since that's the main determining factor in whether or not a white item is a keeper in PoE). I think it's GOOD that fewer white/blue items drop since they're basically crafting fodder. Even if it's a bit mindless, it's definitely better than just leaving 95%+ of white items lying on the ground. That's the whole point of all these changes, right? Less garbage, more substance?
That's only if you view "picking them up just to break them down" as 'substance'. Personally, I prefer to be on the look-out for specific stuff than to just collect whatever happens to drop (if I'm on the hunt for crafting mats).
It's only my opinion, but I think there's a good balance already with that. You're looking for deaths breaths (friggin tongue twister) that drop, gems, and crafting books. Then you're also picking up items to DE into mats.
That's only if you view "picking them up just to break them down" as 'substance'. Personally, I prefer to be on the look-out for specific stuff than to just collect whatever happens to drop (if I'm on the hunt for crafting mats).
I definitely don't disagree and, honestly, I oscillate between the two. I'm like a motherfucking SINE CURVE! /nerd off
I found the PoE way (evaluating each white drop for quality) to be intrusive to gameplay. I don't know if there's some way to achieve a middle-ground on this one, though. A way to make you CONSIDER the white drops without making it overbearing. I wouldn't mind if you needed a white belt to craft a legendary belt, for example. You know, a scenario where we wouldn't necessarily be stockpiling white belts (belt is such a bad example, this sounds like a karate class now) but you would go out and make specific note that you need one when you decide to craft a legendary belt.
I just feel that pouring over each white drop is a bit too intrusive to the general goal of the game. I wasn't a big fan of it in D2 either. I want to kill monsters, not scrutinize the most common item type. For me it's a drag. But I can understand that you don't want it to be completely mindless either, and I think that's a valid point.
Here, simple solution: (for the ones who say that I'm only bad news and negative comments)
- highest possible quality white weapon + brimstone + some other not so easy to get crafts/items + considerable amount of money = legendary version of that white item. It not only makes white items interesting but also lets you hunt an specific legendary. Same rule could apply to blues, maybe the difference could be that the outcome legendary has stats that are related to the blue stats.
Voila, new "generic runewords", that doesn't even need new content, it uses what is already in the game.
So first of all, I thought that D3 does have recipes that are white item + other items + gold = legendary. The only difference being that it doesn't matter if the white item is "superior" or whatever.
Anyway, I tend to agree with the "hunt for something specific" attitude, but I think in this case white items is enough. I remember hunting for six-socket ethereal phase blades for rune words and it was just frustrating to need such a specific item. In practice, when there are different quality levels for something like that, it's usually just a huge mistake to use anything other than the best quality. So why even have the other levels? Just make the one level as rare as necessary for balance reasons and have done with it.
I mean, even just look at your examples - if you can use a blue item in a craft, why would you ever use a white item?
I thought I read somewhere that only Rares and above items would be able to be enchanted.
I find Blues still good though - I finished Diablo Inferno with a character (Barb) only wearing Blue Items. It really made me think about the attributes I needed, and the skills I needed for specifc bosses. Sure - I died heaps along the way and it was a slow process, but a lot of fun nevertheless.
I'm sure other have done this too, with other classes (I chose Barb as Str is the primary stat, and gives both damage and defence).
About Enchanting
- Rares, Legendaries and Set-items can be rerolled.
- Only one stat can be exhanged. Once rerolled, you can reroll only that recent stat as many times as you want if you have material and gold to do so.
- Enchantment knows what character you are playing and thus only show your class base stats (Monk = dex + vit and so on).
- Set items need sometimes an item, for example gloves (any itemlevel will do and type) to make a glove of that set item. Some legendaries need this too.
- White items is easy to find, the hard part is to find "Forgotten Souls" material to reroll legendaries ilevel 61+.
Here are the tiers, first being level 1-60. Next being 61-70
Normal: Reusable Parts, Common Debris
Magic: Exquisite Essence, Arcane Dust
Rare: Iridecent Tears, Veiled Crystal
Legendary: Fiery Brimstone, Forgotten Souls
Crafting (books): Tome of Secrets, Scholarly Writings
Crafting (special): Demonic Essence, Deaths Breath
:: Enkeria [Twitter / Twitch / Website / Tattoos]
PoE has that. So should D3 like, clone it? Why should they have a purpose? They're trash and are consumed for making much better items. It's fine.
Ha. Bagstone.
Well, it has been said that we will see a lot less whites and blues in RoS than we were seeing in D3V.And last I checked (not being sarcastic, it's been a while since I checked, trust me) whites were also crafting materials.
Given that Enchanting and Crafting will probably be the two major features that extend the end-game "item hunt", I'd say that's how they consider the issue dealt with.The rarity of whites/blues directly relates to that, by making the materials rare, you're bottlenecking how much you can Enchant/Craft.
Not saying that's good enough or solves the issue, since we will only know after some time with the game, but I believe that's the idea.
Here, in D3, the weapons are "soul less", it means, it doesn't matter how good, rare the weapon/item is, it's all the same. Personally, I don't like that. I would like to hunt for a specific kind and quality of weapon.
I think there was something planned around the idea of different white items qualities, and it was just removed, like a lot of features that didn't make it into the game. After all, what's the reason for so many attributes (fine, solid, superior, etc) that items have?.
It just feels rushed and patched.
Here, simple solution: (for the ones who say that I'm only bad news and negative comments)
- highest possible quality white weapon + brimstone + some other not so easy to get crafts/items + considerable amount of money = legendary version of that white item. It not only makes white items interesting but also lets you hunt an specific legendary. Same rule could apply to blues, maybe the difference could be that the outcome legendary has stats that are related to the blue stats.
Voila, new "generic runewords", that doesn't even need new content, it uses what is already in the game.
No intent to mislead. I probably should have explained my position further... it's not exactly well-phrased.
Firstly, if we're going to use white items I don't want to be ignoring 95%+ of them. That is my main issue with PoE's system. If it's not a 5-linked chest armor or 2h weapon it's probably not worth picking up. Having played PoE much more than 10 minutes worth, I'm well aware that MOST white items have absolutely no use. In this particular conversation, I think we should be striving for something that integrates white items into crafting MORE than PoE does.
Secondly, I have yet to see any streamer "shovelling" items into their inventories, particularly whites, just to salvage them in town. I can't help but think this is just some exaggeration for the sake of getting under my skin or something, because it's not very accurate. Even if it is, there isn't much difference (fundamentally) between picking up 100 white items to crush them down and make 20 items or picking up 20 Orbs to reroll a property on your specific white item 20 times. In PoE you're mindlessly picking up orbs. In D3 you're mindlessly picking up the items to salvage them. Is it really worth getting our panties in a bunch over the subtle differences between the two from a crafting perspective?
Personally, I prefer the fact that D3 has fewer crafting materials. When playing PoE I hated that orbs dominated my stash. When playing D3 I enjoy the fact that I don't have to salvage and stash crafting materials unless I want to craft. You don't really have the option to not pick up orbs in PoE though, you kinda have to pick them up.
So, all in all, I'd prefer a system where we used MORE white items instead of FEWER, even if it means we pick them up more mindlessly instead of scrutinizing their socket setups (since that's the main determining factor in whether or not a white item is a keeper in PoE). I think it's GOOD that fewer white/blue items drop since they're basically crafting fodder. Even if it's a bit mindless, it's definitely better than just leaving 95%+ of white items lying on the ground. That's the whole point of all these changes, right? Less garbage, more substance?
I definitely don't disagree and, honestly, I oscillate between the two. I'm like a motherfucking SINE CURVE! /nerd off
I found the PoE way (evaluating each white drop for quality) to be intrusive to gameplay. I don't know if there's some way to achieve a middle-ground on this one, though. A way to make you CONSIDER the white drops without making it overbearing. I wouldn't mind if you needed a white belt to craft a legendary belt, for example. You know, a scenario where we wouldn't necessarily be stockpiling white belts (belt is such a bad example, this sounds like a karate class now) but you would go out and make specific note that you need one when you decide to craft a legendary belt.
I just feel that pouring over each white drop is a bit too intrusive to the general goal of the game. I wasn't a big fan of it in D2 either. I want to kill monsters, not scrutinize the most common item type. For me it's a drag. But I can understand that you don't want it to be completely mindless either, and I think that's a valid point.
Anyway, I tend to agree with the "hunt for something specific" attitude, but I think in this case white items is enough. I remember hunting for six-socket ethereal phase blades for rune words and it was just frustrating to need such a specific item. In practice, when there are different quality levels for something like that, it's usually just a huge mistake to use anything other than the best quality. So why even have the other levels? Just make the one level as rare as necessary for balance reasons and have done with it.
I mean, even just look at your examples - if you can use a blue item in a craft, why would you ever use a white item?