Endgame wrote:
Picc wrote:
Adam Pillari wrote:
Aegoce wrote: In regards to a transmute involving the +1 weapons, maybe that just makes the +3 damage in bliss unrestricted to bliss. It maybe isn't the most exciting thing, but bumping the damage wheel up by 3 seems closer to the right power for a low tier transmute than +1 to hit and damage. Plus with recent history it seems like maybe it's standard to have the +3 damage weapons every year appropriate to the target theme so it shouldn't really expand power creep.
If it still feels a bit much maybe drop it to 2 extra damage of an appropriate energy type (cold) related to where it came from.
Sorry if this was already recommended, I didn't go through the entire thread.
Downside is maybe casual players don't feel the need to buy a couple packs each year to try to get new weapons for the target environment, but I'm not sure how much that is happening anyway.
I see 2 problems with that.
1. +3 to damage all the time is huge. It would flat out make newer tokens obsolete, make the new reds kinda....meh. +3 to everything on the wheel is encroaching on UR territory. The original idea is something that is a good standby, that would be outclassed easily by an UR, and MAYBE might be outclassed by the right rare used at the correct time, usable by someone who can't afford the massive material costs of a relic or legendary, or for someone's off-class set where they want something better than a red.
2. We're not looking for "of appropriate energy type from where it came from". The idea was a general purpose, turn any red weapon into a slightly better blue, transmute. The transmutes would always be available, wouldn't expire. So for example, this years bliss, last years iron, the thrall weapons from 2016, etc....they would all transmute to a weapon of the same type that is slightly better than most rares, but not nearly as good as an UR.
The materials cost would be low, something akin to the cost of the charm of health or iron/bronzeclad cloaks. Those were my first transmutes, and even that small +2 to health from the charm was....in someway special.
The problem is there isn't much room between R an UR in a lot of cases. Just look at +2 short sword of the sun vs +1 bliss hammer, there isn't much difference between them.
tokendb.com/token/2-short-sword-of-the-sun/
tokendb.com/token/1-bliss-hammer/
And a lot of the value of an UR weapon comes from that +1 hit. I'd even go so far as to say that if your using a good red weapon you already have a good enough weapon for HC. For a newbie crafted weapon similar to charm of health I suspect something like +1 silver rapier might be a better model, but it only upgraded an uncommon claymore to rare level.
tokendb.com/token/1-silver-rapier/
Now a days I dont suspect such an item like that would get much traction outside the just cracked their first 1-3 packs crowd which maybe we want to target, but given how easy it is to get a +1 weapon they might be better served by crafting something like a +2 saves cloak or +1 saves ioun stone equivalent.
Is there any expectation that 7+ year old wood tokens are still competitive today?
2004 Ring of Three Wishes, is still quite sought after
2005 +2 Long Sword, is litterally what your asking for (and a chippy), there were other regular +2 UR weapons that year but they were woodies so we can probably ignore them
2005/2006 Cloak of Displacement was functionally reprinted as cloak of shadowskin (which a lot of people are asking for a reprint of this year)
2006 Hand of glory also still shows up in some competitive wizard builds
2007 Nightshades short sword (I still use one in my Relic+ level rogue build)
Oh and 2007 horn of plenty
So yes there are definitely still old URs from the 2007 and back era that are still competitive. Granted they are not woodies, but they are from the same years.
Endgame wrote: From other discussions on the forum it seems like most of those have been eclipsed?
Yes, for the most part by relics.
Endgame wrote: Lets look at a few Rares that might be transmuted to +2s vs UR that I think make more sense, back from when I started in 2015:
Lets say I want to transmute a mace. I take a +! drow blood mace:
(
tokendb.com/token/1-drow-blood-mace/
) and it becomes a +2 mace (no extra text on the token).
Then once the +2 is recorded on the party card you switch back to a weapon with a better power like the +1 mace. Not saying you would do that, but many would if +2 weapons were cheaply available.
Endgame wrote:
Compare against the UR:
tokendb.com/token/2-deadly-drow-blood-mace/
. Same damage wheel, but you gain +2 health every hit when you use the blood mace.
Maybe I want a 2 handed axe. I take one from this year (
tokendb.com/token/1-bliss-berserker-axe/
) and make it a +2 Great Axe. Now I compare against an axe that was available 2 years ago:
tokendb.com/token/2-deathcleaver/
Neither has text on it, but the average damage on the death cleaver is quite a bit higher.
The question here is, at what level should I be gear capped before I have to spend $100+ per token? Right now it feels like the capping happens mostly at rare, especially with weapons. It would be really nice if that cap was a lot closer to purple.
All I'm really getting from this is that modern +1 rares are really good and easily available. Heck some URs that are still considered quite strong (like the might bow) are only +1.
I also don't think the argument about the gap between +1 rares and +2 URs holds when considered in light of other rares.
So a
+2 holy great sword
can be had for well under $100 (ask around and I'm sure you could find an equally cheap short sword of the sun or +2 long sword) so lets call $60 our ceiling (though you could probably find one even cheaper if you wanted).
The same site offers I linked above offers
Gauntlets of Ogre Power for 5.95
Belt of Ogre power is 19.95 (but belt of the berserker is only 0.75cents)
Ring of the Hallowed 9.95
Bliss Bull Armor is 1.95
Bliss Bull Helm is 1.95
Bliss Bull Shield is 1.71
Necklace of the Birch is 0.85cents
So for about $20 you can get to +5/+5 before you ever pick up a weapon and thats going to be a lot more important to bridging the gap to nightmare play then getting +1 more to attack from a crafted weapon.
!00% granted we did not leave ourselves enough design space between Rare/UR (though remember it was several years before relics/legionaries were a thing and in the original design they did not want URs to feel like a requirement). But in today's environment the only was I can see a cheaply craft-able +2 weapon happening is if it has a big drawback (which the people its targeted at wont like) and I would still not recommend making since as I said above it would just be used to get +2 on the card before being switched out in the dungeon.
Not trying to poo-poo your idea, just not sure it can work given the current game state.