Turning Epics and Legendaries into Blueprints

After dozens of hours in Grim Dawn you got so many epic and legendary gear that you run out of storage space.
It’s hard to decide what to keep and what to sell or blow up then.

So my idea is, that maybe our inventor Kasparov could make himself a bit useful and turn our epic and legendary Gear into blueprints.

This way our stash wouldn’t be so cluttered with dusty gear for (probably) later use, and crafting Weapons and armor for different characters later on better.

You find an Epic or Legendary, you don’t need or can’t use? Turn it into a blueprint. Later, when you play a character that could need that item, craft it at the blacksmith.

To prevent crafting for others than your characters, this gear can be account- or soulbound.

What do you think?

Why not just throw away the useless stuff?

If you’re a hoarder or think something will come handy later on then make multiple copies of transfer.gst files (your shared stash)

Or better yet use a third party tool to manage your items.

It’s an ARPG, so storage space would be an issue no matter what. I am at a point when i don’t even pick up legendaries and just compare stats when they’re on the ground.

Well, i suggested this idea because i would like to see a solution for the storage problem within the game instead of managing files and 3rd party programms.

This has been proposed before and would, IMO, be a very smart solution to the stash problem in a game that’s currently still relying on mules or external tools (which I dislike in equal measure).

It would also contribute to clearing up the mess of items that are either craftable only, droppable only or both.

However, I don’t see why you should be prevented to craft for others. If you want to give away some ordinary epic or legendary, it shouldn’t matter if you’ve found it or crafted it.

IMO, 20 years after the first Diablo, we’re at a point where spending endless hours with inventory management is less and less considered to be something that is contributing anything to games like these.

Obviously not, if you were using blueprints instead. That’s the whole point of this proposal.

If “ARPG” is considered to be a synonym for “a game where you’re having storage space issues”, then it seems a redefinition of this genre is long overdue.

Idk how other people would see the possibility to (mass) produce Epics or Legendaries for others so i just thought that could be a sufficent restriction. I could only give some pretty weak arguments for it either.

I mostly play solo, so no drawbacks for me anyway.

You could simply make exactly one craftable item out of each found copy of this item, limiting the amount of craftable copies and avoiding mass production.

I think sometimes have limited storage space, it is a game design decision. That way, you must choose what to keep and what not. And every decision has consequences in the future. And if I remember correctly, this is a feature of the ARPG.

I was just about to suggest this exact thing. Maybe dismantling would give you the recipe or something. I don’t mind if they’re difficult to craft, since if it’s necessary for a build it at least offers a secondary way to obtain it.

I feel like the devs wanna make you choose what to keep, but imo I have no idea what kind of chars I plan to be playing down the line. As long as I continue to enjoy the game, I’m going to be making several more chars eventually. By the time I have 8 or so chars running around at high level (and I know there are a lot of players in that situation), then there’s really no way I could’ve predicted beforehand what was going to be useful for each of them. Besides, if the Epics and Legendaries are balanced, isn’t the point that each and every one of them might be useful?

Also, if the fear is handing out items to others, then hopefully they’ll be hard enough to craft that making more than 2 or 3 is really hard. At the end of the day tho, isn’t it fine if certain players want to get freebies? A lot of us love to do self-found items, but if they don’t then I’m not sure we need to prohibit them from getting help from higher level players.

Edit: I love a lot of the epics, and its clear that the devs put a lot of time into them. I think the bonuses they give make leveling chars way more fun. But as my high level char gets more and more legendaries, I have to toss my lower level epics which is a shame, 'cus one of my favourite parts of RPGs is making new chars so I can try another build.

An ARPG should be about mostly Action with some Role Playing elements.

There’s nothing action-packed about managing inventory nor would most people want to role play as a warehouse inventory specialist. If people don’t want to use external tools or techniques they’ll have to make mules. It’s ridiculous.

Just give us tons of shared stash space. Make a pretty interface for tabs, etc. Done.

No, you’re simply using mules or external tools, which is what everybody is doing.

Especially as the game is encouraging you to keep any gear your current character cannot use for future characters. As you are not familiar with all mechanisms, skills and masteries during your first playthroughs, it’s impossible to know in advance what might be useful in the future, so having to choose is just annoying and time-consuming.

In the 80’s it was a feature in RPG’s that you had to draw any maps yourself, using pencil and paper. Until someone came up with the idea to free you from this tedious task by letting your computer do the mapping. Are you missing the feature of hand-drawn maps, too?

Serveral times i got the Situation that schortly after i blew up some unused Items, i found something that would work well together with it and then i regretted destroying it.

Creating a new character and finding epics or legendaries for your build AGAIN is tedious.