noamineo wrote on Apr 28
th, 2016 at 3:21pm:
I'm one of them.
Random loot gen is shit. You get caster spellpower boosts mixed with double strike and ranged power bonuses. Who the fuck can use that?
Finding a randomly-generated item that's all useful(not just partially) is so insanely rare it's actually faster to farm for named items.
This is why crafting is so vital: you need to be able to take all the pieces of random loot and turn them in to something valuable.
There is a staggering number of directions they could go with it, but refusing to go any direction is the one guaranteed way to fuck it up.
This, more or less.
In the current state of the game, many slots for many classes could theoretically be filled with randomly generated items that would be significantly better than the named alternatives. However, it's astronomically unlikely that you'll get the combination of effects that you want, which is arguably the biggest flaw in an extremely flawed loot revamp.
Since the folks at Turbine seem to be very much invested in moving away from the "named items or bust" mentality that was more or less dominant for a long time, we need a way to get the combinations we want on non named items without having to win the metaphorical jackpot.
The crafting solution could very easily be something along the lines of
1) Extend crafting into epic levels
2) Change the ML on crafted items to be in line with the current random loot system (bonuses not added together to determine ML, etc)
3) Add the new effects to the crafting system, with the maximum achievable numbers being slightly below the maximum you could potentially find on random loot so it'll still be possible to get better stuff in chests/rewards if you get absurdly lucky.