![Call of duty black ops cold war for ps5](https://cdn1.cdnme.se/5447227/9-3/2_64e61dfa9606ee7f98e9879b.png)
![where to collect essences for crafting in eternium where to collect essences for crafting in eternium](https://www.mrguider.org/wp-content/uploads/2018/03/Eternium-Guide-Tips-Cheats2.jpeg)
It's a well proven game development principle that random reward system encourages greater time/money investment in the game. Taking away RNG maybe music to players' ears, but not necessarily so for the makers of the game.
![where to collect essences for crafting in eternium where to collect essences for crafting in eternium](https://gamepedia.cursecdn.com/hearthstone_gamepedia/3/34/Eternium_Rover%2889851%29.png)
So let's take a Eridanus, Greatstaff of the Magi as an example: Now instead of the current 1.025% chance of a level75 craft, you would instead take the base level70 costs and multiply them by 2 for each level above 70. The perk would commence at Mastery Level 20 and allow you to craft items 2 levels higher - this applies to both sub-70 characters and to level70 ones, thus allowing you to craft level 72 pieces at the most.Īt Mastery Level 30, you can craft 3 levels higher change the Master Crafter perk to allow your characters to craft items X levels higher than their level. You would also not feel the dismay of not getting a 75 after exhausting your hard-earned mats and gold in an unlucky crafting streak. You would farm mats to a very specific tangible goal, rather than to the uncertainty of "is 15m gold and 3K of each Greater Essence enough?". No exploits, no seed fixing, no lookaheads. while I am aware that persistence pays off, I think it would be much better if the higher-than-70 level crafting was made deterministic rather than random: So, we've all felt the dismay of crafting piece after piece (and at such a cost.) in search of those elusive level 75s.
![Call of duty black ops cold war for ps5](https://cdn1.cdnme.se/5447227/9-3/2_64e61dfa9606ee7f98e9879b.png)