The Recombinator is awful

Something needs to change with this. The odds for getting two t1 affixes, or even t1 and some t3 affixes, are too low. Now you might say don't do t1, but if you can't use it for t1 reliably, IMO it's not worth using at all. Take for example boots: Imagine you could get perfect rolls on every affix, of any combination EXCEPT movement speed. That's a dead item. Same with chest, there is no combination of affixes that I'm going to trade over energy shield or evasion. If I can't use it for required affixes, then gambling is just as reliable (and easier).

Now what you could do is have items that have lower tier movement speed (or other important stat) with higher tier secondary affixes. Boots for example, if you said 20% movement speed & 40 all elemental resit, that's something I can consider, BUT the recombinator fails here too. T1 make the odds low regardless of the affix.

Okay you say, then use it for a bunch of mid tier stuff, (20 move speed, 25 all elemental resit). For a bunch of mid tier affix to compete you need multiple of them and the recombination odds FAIL HERE TOO!!

This mechanic is gambling with more steps. If the goal of the recombinator is to make a good starting item, gambling it just as good and SIGNIFICANTLY easier to grind for. The entire process of using the recombinator, picking up items that have good affixes, running expeditions is so tedious. From the context of SSF on PS5, this mechanic is so awful that I no longer want to do expeditions.
最後にスレッドがバンプされた時間 時刻 2025/06/07 18:00:29
Personally I just want it to give something on fail. Like even just a random item of one of the base types and the same rarity (or just always make it rare). Bonus points if it gets weighting toward the input mods. I get wanting to avoid deterministic crafting and that means getting the end result of 2 tier 1 mods needs to be hard. But give me some middle ground please.
最後に dustin1819#4812 が 2025/06/07 18:00:43 に編集

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