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View Full Version : Collect blueprints, salvage components, craft items


eisprinzessin
02-25-2010, 07:43 PM
from the Feature List (http://www.grimdawn.com/about_featurelist.php)
Collect blueprints that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness.
In TQ I enjoy to collect and complete charms and relics and to enchant my equipment. It's exiting to find arcane formulae and create artifacts using charms and relics.

Is there anything GD can make better? I find several things frustrating.

#1 You find formulae much quicker than you can complete them. Once you have finished a mode twice or thrice, you have sufficient resources to craft an abundance of artifacts. But you will not use some of them anymore as you already have better artifacts.

Maybe I see here a problem, which does not exist for others. Maybe it is just that artifacts have not been balanced. I find Shroud of Eternal Night much to powerful for a level 10 artifact, and I never used Razor Claw.

#2 Some monster charms drop too unfrequent - namely Peng Claw, Pristine Plumage, Saber Claw and Turtle Shell. It isn't much fun to farm them, when you want to complete an artifact before you outgrow it. Much less if this artifact is just an ingredient in another formulae.

#3 If you want to remove an enchantment from an item, you have to choose between destroying a precious item and loosing an enchantment, you don't want to forgo. Happy, that we have TQVault.

It has not been specified, if the components in GD will have the double function as the charms/relics in TQ. But if yes, let them drop frequently. Also give us blueprints, which we can use very early. Even if the crafted items are weak, it will reward us with a feeling of progress and achievement.

Renevent
02-25-2010, 07:48 PM
My only complaint is the regents used to make the artifacts were way too scarce and too often you moved to a different act/difficulty before having the proper amount (X5) of each regent.

I think maybe some liked that as it created a reason to go back and farm certain enemies...but to me the result was always either missing out on a formula or begrudgingly farming some low level area to complete the charms.

Personally, what I would like to see is the ingredients for these formulas be more standardized (like some kind of global materials/salt/metal/gems/whatever) so you can build the basic level schematics without having to go back to lower difficulties/acts. I would also like these materials NOT to have different versions (ie boar hide vs epic boar hide).

I'm not saying remove charms though, enchanting items was cool but I don't think those charms should be part of creating items.

Malpheas
02-25-2010, 08:11 PM
#1 It should be a challenge to create artifacts. That being said, there should be less artifacts and at the very least less filler rather than meaningful crafts.

#2 That's a function of an imbalanced drop system, covered by Medierra, and slated for improvement. Dea Ex Machina.

#3 I think that if you wanted to pay some extra charge (in a specified item type - reagent or in gold / salt / iron) that you should be able to salvage both parts of an enchanted item.

I also think it should be possible to break an item down into it's component parts. Perhaps make the unique components usable more than once?

Just ideas and response.

Cheers,

Malph

eisprinzessin
02-25-2010, 08:44 PM
there should be less artifactsI could live with this, but I have a feeling, that this will not happen (http://www.grimdawn.com/about_faq.php#q08). :D

Malpheas
02-25-2010, 09:02 PM
I could also assume that it will be all "sweet" loot (ie overpowered); which will likely not be the case.

My sincere suggestion, Arthur, is that you have more meaningful uniques and not as much superfluity. Then base more import on the crafting system.

cheers,

Malph

yerkyerk
02-25-2010, 10:42 PM
I have the same problem with artifacts - going back to previous, easy acts (or difficulties even) because you need that one charm. Or worse - you need to look on the internet before you know where you have to go to find a lesser artifact, that you need in order to create your uberartifact.

The idea behind ingredient collection is nice; forcing players to explore the entire world a bit more, facing varied enemies. But since there was no challenge in this exploring, it more often than not resulted in a grinding chore.

The worst part though, was having to hold, manage and hassle with all the ingredients. My inventory was filled, mostly only with ingredient junk - and I didn't know what I needed, so I didn't want to throw anything away.

Famdari
03-03-2010, 12:28 PM
I kind of liked the way Artifacts were done in TQIT. Sure, your first character never really had an opportunity to use them at level (until the end perhaps), but I enjoy the farming and to a certain extent, the inventory management side of it as well.

(Perhaps a little OCD setting in.)

Anyhow, I had a couple characters created just to store completed relics and charms. I will then move them, as needed, to created artifacts and/or charmed armor for the twinkies. Made inventory on the main characters much easier.

As for crafting in GD; I hope there are even more recipies and double uses for collectables.

Poinas
03-03-2010, 01:03 PM
What I'd like to see is that a component from higher difficulty could be used to replace a component from a lower difficulty when creating items with recipes.

It wasn't much fun getting no exp trying to farm for normal turtle shell for a legendary artifact with a lvl 65 character.

If I could use "legendary" ingredient instead of "normal" ingredient it would be better.

Renevent
03-03-2010, 01:50 PM
That's a really good solution too...the components would be backwards compatible.