Same here, no gambling needed at all. Plus, you can lower the number of mats needed to get 100% success rate by investing into the related skill.TheBusStop wrote: »I always save up to have the 100% success rate
nobertpaulb16_ESO wrote: »If it was easy to do, what would be the point of crafting SKILLS. I am not trying to be rude; it is just a facet of the game.
nobertpaulb16_ESO wrote: »If it was easy to do, what would be the point of crafting SKILLS. I am not trying to be rude; it is just a facet of the game.
I don't get your point. Plenty of games have crafting systems that are not nearly as harsh. It doesn't need to be this way to keep the game fun.
You're entitled to disagree with me, but that doesn't make your opinion more correct.
Sure it is:
80% Chance for each try not for all together. So the 6 times you had no luck and the 20% Chance of failure crushed your item
Shaun98ca2 wrote: »IF the weapon wasn't destroyed then there'd be no reason to fear a lower %
Then don't gamble with it. You knew what would happen if you did.
Then don't gamble with it. You knew what would happen if you did.
Do you think you're being helpful? Sometimes I wonder if you people actually read what it is that you wrote, because you just come off as snide and hostile.
... in addition to it not even being relevant to the discussion. It's not about what the system does, it's about what could be changed. What you said does not help, so I'm not sure why you even bothered sticking your head in here to say something we already know... other than to see those wise words on the screen.
demonlkojipub19_ESO wrote: »I think the ability to raise the chance of success up to100% by adding more upgrade components makes it a fair system. There is also the skill to increase the chance of upgrade success, meaning less would be needed to make it 100%. If we were unable to get it to 100% I would agree that losing the equipment woulda been crappy.
Why do you need it changed? You know the consequences for your actions so DONT DO IT. It works fine the way it is, if there was ALWAYS a chance of losing it I would see the problem but things like this are in the game to keep crafting relevant. If it was too easy to make orange items then it would be worthless.
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