IDEA: Salvaging Gear for Attribute Craft Mod Shards/Fragments

As most players have probably noticed by now and pointed out, some attribute craft mods are outrageously expensive and a pain in the a** to get, and if not, a pain in the a** to get the gold to buy the amount needed to craft the gear they want. This idea would alleviate this issue a bit while still maintaining some of the key concerns and not making the experience worse for new players/players levelling - more on that below - as well as make the 500-600gs gear we get thats absolutely useless, somewhat useful now.

Salvaging Gear for Attribute Craft Mod Shards (or alternate name ‘Fragments’ instead of shards):
The main concerns we want to stay away from with this idea is 1. being able to obtain craft mods too easily and 2. causing this implementation to inflate lower level gear, making it worse for new players/players levelling up. So, how do we avoid these? Well, to put it simply we would have a scaling system.

First, to get these craft mod shards, it would only be obtainable through 500+gs items. As such, it can only be farmed through higher level zones, as an alternate system during endgame progression. As the gears gs progresses or becomes higher however, you will be able to obtain more shards for the attribute listed on the gear piece.

Proposed System:
500-525GS - Provides chance at 1-3 shards of attribute listed on the item
526-550GS - Provides chance at 4-7 shards of attribute listed on the item
551-575GS - Provides chance at 8-11 shards of attribute listed on the item
576-600GS - Provides chance at 12-15 shards of attribute listed on the item
To create 1 of said craft mod, you would need 150 shards of said attribute.

Why so many shards to create 1 craft mod? Well, we dont want low level armor/weapons becoming extremely expensive for no reason and we also dont want to make it too easy to create for the people who spam expeditions all day. And obviously, in the big picture of things, to purely get 10 Constitution craft mods to make 1 crafted piece of armor with that attribute, you would need to salvage atleast 100 pieces of armor/weapons, with said attribute. The whole point isnt to flood the game with a lot of craft mods and drop prices of such craft mods by 80%+. We simply want the gear we get to have more value and to have another way to obtain precious craft mods during our day to day play. Lets say someone does an entire chest run - Sirens, Malevolence, Imperial Palace, Scorched Mines, Myrk, Caminus, and etc. for the new Level 60 players, with this run you would get so much gear anyways and with that, you get a lot of craft mods anyways. However, a lot more times than not, we only get maybe 4-6 of the attribute craft mods we need while we need 10 to even craft just 1 piece. As such it would make this time we spent a bit not so wasted and help the crafters. The gear you get is also not guaranteed to be the attribute you need, so a full chest run still wouldnt create too many shards of an attribute unless you are just really lucky.

I’d love to hear some comments below, some issues I may have overlooked, some things that could be better, or maybe something that could be implemented that I just didnt think about. This system was just a quick thought that came to mind to help the attribute craft mod demand (from my view and based on the market of the server I am currently on) and also to give gear a bit more value instead of someone just getting a 518 green life staff with strength and kind perk and instantly going to the inventory to salvage it just to get nothing but a few repair parts and some pity gold.

9 Likes

I like this

I like this

Can confirm above comments!

Another thing that I really think would be huge is to allow mixed crafting mods on timeless shards. Why not allow the con/int, con/focus, etc mods? It would take some pressure off of the more expensive ones.

Again totally think this should be in addition to the above idea of yours as there is a massive stockpile of these mods but they will run dry over time as well and there needs to be a way to pull more into the game.

2 Likes

Agreed. Would definitely help with the demand issue, more mod choices to choose from. Only worry I have with adding in these is they would have to redo the UI for crafting whilst having timeless shards. Having to scroll through/close that many craft mod tabs to just get out of the timeless shards section at the forge or armory would be an absolute pain.

I like this idea. Need some tuning in the bbers maybe.

I had a similar idea for a while too, ever since iron guardsman insigna went above 350g each.

1st) allow split attributes to be used with timeless shards. Will add more value to some useless mods atm. And more visibility to items with split attributes too

2nd) salvaging legebdaries gives a number of said legendary attributed (something like 1-4). For exemple a +25 const armor can give you 2 iron guardsman insigna. Will bring value to random leg loot that are 99% trash.

3rd) Idea i got recently : give one more slot in crafting to chose a perks you want REMOVED from the pool of random. It will bring value to random useless perks like Reinforced and stuff. While also upgrading overall quality of crafted items without beeing to OP and still having rng involved

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