Infused Gypsum Cast

This is for anyone to answer: Why are infused gypsum cast drops the same as regular gypsum casts? I’m trying to get a specific life staff that drops from infused casts but I’ve noticed both casts give the same drops.

They are the same casts… both recipes to craft them create the same cast. The orb just bypasses the one per day mechanic. How its implemented is hokey.

how would you fix it?

What is actually broken? Nothing they said advertised different loot. If anything a shared pool makes more sense.

I dont think anything is broken, but you called it hokey, how could they fix that?

Ah, thank you so much. I thought it was weird to call it “infused” as it means stronger in most cases

I find the solution very ineloquent and doesn’t address the obvious reason they introduced infused orbs to begin with.

The players who hate expertise and new players have asked time and again to introduce a catch up mechanic. Being able to essentially get 7 more orbs each day with this patch has no other explanation than playing to that audience.

The collection of the materials required to craft an orb are all time gated. Every single one including the new ones which have a cooldown to craft. Effectively you can only produce so many orbs each day no matter what.

So they introduced a whole new slew of recipes that use a different orb type that can only be crafted once a day and which can be used to craft a 2nd cast.

Your already allowing players to double dip on their best expertise item for maximum umbral shard gain if that is the concern. Again the tail end is clamoring for a catch up mechanic. To me this is like sex, go all the way or forget it.

Those new recipes should just be the same ordinary orb to keep the UI clean and simple. It also eliminates a unique item in the player inventory. Then you go the extra step to provide a catch up mechanic and a QOL feature for the players.

You let players dump those orbs into any cast as many as they want at any time. The players that are behind can optimize umbral shard gains which no one will complain about and for the rest of us that are already 625 expertise we only have to do one crafting session, if we want, and make 10-15 of the same cast in one fell swoop.

Eloquent, simple and a more holistic solution for more players.

edit

  • They could also introduce a random cast recipe that rewards umbral shards based on your highest expertise for a specific slot.

  • They could do the random cast thing and reward umbral shards based on your expertise average instead of the slots average.

Only allowing the random cast to be the unlimited use per day. The bottom line is the people who care about expertise don’t care where they get it and people getting umbral just want the best umbral rewards if they aren’t 625.

edit 2

As a catchup mechanic they could also offer a double umbral shard weekend that doubles umbral shards acquired from all sources. Doesn’t have to be double could be 150%.

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