Crafting Follower System Update (Coming in 3.1.5)

So you spent glyphs on getting new legendaries looking for better attributes? That would be truly expensive. What I did was to forget about attributes, upgrade to mythic and then reroll them if I didn’t like them.

I am not saying that the glyph cost isn’t expensive, because it is. Much more with the battle scrolls being character specific (which I hate). I am saying that there are alternative ways of getting something similar so that glyphs aren’t (always) needed to get the item you want. And therefore we aren’t absolutely tied to RNG anymore.

The costs being reasonable or not is a personal opinion, so everyone of us will have their own. But the truth is that getting Mythic items has never been cheap, and I feel that they have given us something similar to what we had before. Would it be great to have it cheaper? Of course. But I don’t think we should be demanding them to take back something that never existed.

Getting mythic items was always a slow and painful path (and the game was played, some players took up on the challenge and others decided it was too hard and left). Well, we are now again at this point, with the difference that we now have an additional way to get mythics, through drops. By itself it isn’t enough, but together with the crafting and refining my view is that we are now at a better point than before the gear rework, even for mid players. At least that is what I am feeling from my new account. We will see once this update comes and I can check how long it takes me to get a full custom mythic. But my feeling is that it will take way less than before.

And with this I believe I have already written more than enough to make my opinion clear. Time for me to let others give their opinions. :slightly_smiling_face:

1 Like

I agree mythics shouldn’t be “easy”, and it’s tempting to want everything right away. Especially for the many non-fulltime-gamers whose progress is slower than the diehards.

Still, the ruinous thing that 3.0 did – what made so many players leave – was turning the game into a slot-machine/gacha game. … Little wonder so many left; as others have observed, there are many far-more-polished and far-less-expensive gacha games out there, if that’s what players want.

The hope was that crafting followers would fix this.

I think it has … for end-gamers. Costs still seem absurdly high to me, but perhaps end-game crafting is intentionally pitched at those hand-full of full-time gamers and whales.

On the whole (question of costs and supply aside), I think 3.1.5 looks good from the end-gamer perspective.

.

The problem, as I see it, is that because of the crafting costs (glyphs, follower crystals, burning other high-end items) nearly all of 3.1.5 is going to help only end-game customers. Before end-game, players don’t have those items to spare.

The only thing in the proposed 3.1.5 that pre-end-gamers can use is the craft-from-scratch mechanism.

And the aether costs there are so high (high for non-full-time gamers that is), that, for most players, they’re going to get to use that mechanism only very very rarely.

.

Which means that for most players (including the mid-game players that are the group the devs should be actively courting to encourage them to become $-spending end-game players), even after 3.1.5, the game is going to continue to be almost nothing but a slot-machine/gacha game, with only the very occasional opportunity to craft a select item.

.

So I think more (not all) of 3.1.5’s innovations need to be made accessible to non-end-gamers.

At the very least, costs for rarity-improving need to be reworked to bring them in line with the craft-from-scratch costs (i.e. no glyphs and no item-sacrificing) so that both those new mechanisms can be available to non-end-gamers.

[Glyphs shouldn’t be required for anything other than scrolls anyway]

.

Otherwise the hitting-the-wall at mid-game and the sense of inability to start building up intelligent load-outs is going to remain.

And, I anticipate, many of those non-end-gamers who have been holding out to see what improvements are made are going to look at 3.1.5 and say, “Well, that hardly makes much difference. Too little, too late. Buh-bye.”

.

So, devs, please tweak things so that a bit more of 3.1.5’s good stuff – specifically the rarity-upgrading – can be enjoyed by a larger portion of your customer base, not just the end-gamers!!

1 Like

Looks great! Im excited to see it go live! Thanks @jeto for listening to all of our feedback and passing it on to the team for us.

7 Likes

All of this sounds great to me, and I can’t wait to try it out. I really like that the desired changes (or gears) can be achieved in several ways. I am particularly pleased that the acquired but unnecessary gears will make sense and benefit in the future: a great alternative to salvage.

1 Like

Please can someone tell me if I’ve understood the cost of crafting a new mythic item with a follower from scratch? Based on the first table in the appendix, it will cost me:

4,550 ore
5,000 gold
3,000 shards
500 aether
500 gems
3 tier I relics
2 tier II relics
1 tier III relic
1 mythic rune

Have I got this right?

The price you quoted is the price of crafting a mythic where you have selected the slot, the set and the element. At least that is my understanding.

If you want to create a random mythic piece it is just the cost of the left hand box with ore, shards and aerther. Once again this is my understanding of the table. Hopefully it’s correct.

1 Like

That’s what I meant, thanks for clarifying.

That’s not a bad price to be honest.

What will mythic relics be used for going forward?

1 Like

For a mythic, the table should be read as: completely random mythic for the base cost. Then you can select up to 4 other aspects, and each one will increase the cost by what appears on the table. So the final cost will depend on what you select. For example:

  • Your costs correspond to a mythic with specific slot, set and element (although it would be 3550 ore, not 4550)
  • A Mythic with random slot, set and element but specific 3 attributes will cost 1500 ore, 1000 shards, 500 aether, 13 follower crystals and 3 glyphs
  • A Mythic with specific slot, set and 2 attributes would cost 3,550 ore, 5,000 gold, 3,000 shards, 500 aether, 500 gems, 3 tier I relics, 2 tier II relics, 1 tier III relic, 4 follower crystals and 2 glyphs
1 Like

What will mythic relics be used for going forward?

I have a question related to refining quality on mythic gear. My understanding from reading the post is that this requires sacrificing another mythic item to get the % bonus to item quality.

My question is: If the sacrificed gear piece has been previously honed, do you get refunded the mats used for honing, similar to salvaging the equipment, when it is used for the refining process?

3 Likes

Mythic relics are used to hone your mythics within the same quality of mythic from tier 4 to tier 10, for a total of 24 mythic relics per item. Mythic relics will also be used to mythic minions, that hasn’t changed yet.

2 Likes

Really interested in this question too. Until now honing was more or less risk free since you could recover the materials through salvaging. But now that we do have another use for spare mythics, having to choose between salvaging to get the honing materials back and sacrificing to refine attributes or quality feels bad and and may prevent players from honing items just in case. So being able to get the honing materials back when using the item as sacrifice to refine would be great.

3 Likes

Interesting systems here. Far more generous than I was expecting. Think I’ll hold most of my thoughts until the other shoe drops.

A question for the head of the class; in the screenshots above there are a lot of unusually small numbers on things. While those might be WIP placeholders, there are tells on those screenshots that suggest that those numbers are not made-up numbers.

There wouldn’t be some major changes to the combat system coming next week, or did I just kill Hamlet before the 5th act? :thinking:

4 Likes

I must say I just assumed you would get the honed items back when using an item to refine another as you are in some ways “salvaging” the item and I thought it would be crazy if you didn’t. But we need conf on this.

And good spot Lyrian. It’s confusing though as there is a mythic in the 2nd last pic with a score of 261 and a rare in a previous pic with 517. There certainly looks like there is some sort of change. It would be interesting to hear about this too.

I think they could be numbers with some unknown Battle Scroll Level. If these shots are from a test server, they may not have all the scrolls leveled.

I think you are also right about right with massive changes coming. I feel like it has been hinted at, but I could just be inferring something that does not exist.

There are no combat changes in the next update - we are sharing the 3.1 patch notes in the next couple of days.

The screenshots are from within Unity itself and not a staging build.

4 Likes

Thanks the for the clarification on that, Jeto.

1 Like

The following gameplay clips are on a Staging server that is still being updated.

I was able to grab a couple of quick clips of the Forge flow for Toragon - I do not expect I will have time to grab more before 3.1.5 releases.

Toragon LVL 20

Toragon LVL 30

Toragon LVL 50


(sorry, the lvl 50 one got a little compressed as it was longer than the others)

The costs listed in the tables of the blog, are the intended costs.

4 Likes

What about the honed gear you scrap to make your other mythics better? Do you get all the stuff you put into the honed gear back as normal or is it not returned to you since it wasn’t salvaged?

Ah yeah, I missed that question yesterday! Yes, sacrificing honed gear towards something, will give you back the resources you had spent to hone that item.

8 Likes