Celestial Blacksmiths rework/buff

Hey devs and everyone,

so i was playing titan quest for a while to get some break from GD and found a couple of laevateinn swords…so i thought ill play around with the legendary item upgrade, which came with ragnarök dlc.
Ofcourse the first 2 upgrades were trash but the 3rd one blew me away, i got relentless of annihilation i think…that thing doubled my dps…i thought, it would be great if GD gave such an option to create a real “unique” unique item, if you know what i mean.
TQ implemented it not in the best way but you have that option and i think its awsome, it involves luck and time investment , it also gives you a huge reason to collect multiple copies of your desired item for the upgrade sessions.

So i thought a specific change to celestial smiths would give ppl that feeling of kind of “unique” item creation. Im not saying to give them actual chance to apply affixes to created items, considering how brutal some affix combinations could be in GD…but how about buffing that 8-12 OA/DA…lets say 80-120…and add more fixed options like crit damage, chance to fumble or anything significant.
As it is right now i wouldnt even consider dumping my resources into the smith, i mean why would i care about 10 oa more on a belgo slicer, considering actualy getting the slicer is almost imposible or requires you to dump all of your mats, which isnt bad persay if i would get a bonus of 100 oa or a 10%critdamage, or whatever.

So, what do you ppl think am i the only one feeling this way?

Edit: to avoid missunderstandings…im not saying to simply replace the bonus of 8-12 with 80-120 (example) to have 100 oa on each slot would be obviously a bad thing…because of how it works right now, where 8-12 bonus justifies the investment only if you have/can put it on each slot (imo) its highly unlikley that many ppl would actually want/try to achive that, because endgame gravitates towards greens, so you would lose on the total bonus after wasting a retarded amount of ressources to create them…also, specific slots like helmets offer imo much better standalone bonus if you make them with angrim etc

80-120 OA as an additional stat would be way too much. You’re just pushing powercreep even further at that point.

Because it can be applied to pretty much every Legendary you have with enough tenacity in crafting. You have 10-15 item slots that can have that 8-12 OA on them if you random craft the right Legendaries with a Celestial Smith, it’s small but it adds up to be significant - that’s the point of blacksmith bonuses.

If you really feel like the smiths could do with a rework, you can always consider modding them into the game yourself.

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This. Often-times when people make recommendations on balance - such as here - they often don’t consider the fact that everything in the game is in the game for a reason. It’s that way on purpose and comes from literally years now of balance work.

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I see it as Green Mafia losing profits from controlling the market of rare items after 1.1.7.0 and trying to regain its position as Blacksmith Mafia.

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In short: humongous powercreep that would lead to a bunch of broken builds and literal months of balancing. And i don’t think the devs want that given that the game is nearing its end of development.

Titan Quest devs did it because they don’t care about their game being unbalanced as hell.

Actual numbers could always be balanced… 80-100 is just an example of making it actually significant/usefull, so that ppl would want to invest their ressources.

Item slots could be separated from each other…lets say weapons get one thing, rings get other things etc…i dont see any problems with that other then work for the devs ofcourse.
I think blacksmith bonuses should not be on the same level as celestial blacksmith bonus and should not be compared to each other…celestial are more like gamble option, where items you make with normal blacksmiths are all targeted, you get what you want except the bonus.

I understand 10 oa/da on each item slot does make sense but how many ppl would actually have/invest so much resources on each slot? considering endgame would pull you towards multiple greens anyways.

The way it is now is in my eyes useless/lacklaster…i dont think there are much ppl who would waste ressources on each slot, which you will end up replacing with greens anyways…the bonus of 10 oa/da is only worth it on every slot, in the summ…endgame gravitates towards greens which means you would lose total bonus. All im saying is that celestial needs some kind of rework to be a legit option…i was never even wasting time thinking of using him in my 2k hours…but maybe its just me.

I understand what youre saying, but a huge part of the game is perfecting your endgame build, which involves lots and lots of farming and crafting, which makes SR runs all the more relevant, not to mention the roguelikes. Greens are great, but youll want to get the legendaries your endgame build relies upon to be crafted with the best possible rolls and thats just what it takes. If it was easier, it wouldn’t feel nearly as rewarding.

The core part pretty much every build relies on is the set, so you have 3 static slots you could upgrade AND keep it in highend game…the 4th slot is in most cases a helmet which i assume most ppl will craft with angrim &co. So its 3 potential slots… rest of the slots are in no way worth the investment cuz of the eventual replacment for a green. I dont think its a good system.

Celestial Blacksmiths as the “gambler” mechanic became less and less relevant as the time went by. They were very much a thing in vanilla where loot pool was small and drop rates were abysmal. But every expansion enriched the loot pool and drop rates were improved to compensate.

I don’t think there’s much reason to gamble for anything now. You can have crafting materials rained upon you in SR, but if you can do SR65+ you’ll be swimming in legendaries anyway.

The “perfecting your endgame setup” reason for their existence is pretty pointless because most of the time just farming same item with better rolls would have a MUCH bigger impact. And getting the right legendary item with good rolls from gambler is a completely different level of time investment for something that is ultimately very tiny boost to hero’s performance.

Stun/Freeze Res bonus from Steelcap smith can be very important for classes that lack it, that is probably most powerful craft bonus. I definitely find it worth crafting multiple times to prevent the need for a CC res affix or gear adjustment.

Most of the rest of the craft bonuses are pretty insignificant though, I agree. I do find them too underwhelming.

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I am not sure wether anyone else would agree but, I would like to see the celestial blacksmiths make any of the items I have in the list instead of just random ones. To kind of clarify I don’t want to see random removed I just want to be able to get those bonuses on somthing other than a random item.

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