Friday, May 29, 2009

Things I'm excited about in Patch 1.3 - Talismans

So there's lots of interesting things coming up for talisman crafting. Here's the relevant info from the most recent patch notes:

* Items can now have more than one talisman slot.
* Multiple-slot items will only allow one talisman from a given family to be slotted.
* The Potency data tables have been reallocated to heavily favor the fragment.
* We've compressed the number of ingredient Potency levels to 9 from 10. Curios have been compressed to a single rarity. Existing items of higher than common rarity will be grandfathered in.
* Fragments can now be broken down into two fragments of the next lower skill level tier.
* An "awesome" result attained while fusing a very rare talisman will no longer consume the fragment.
* There have been significant tooltip updates that will better convey vital information.
* Due to balancing issues, some talismans will be restricted to designated equipment slots. This change will not affect existing talismans.
* Character level requirements have been added to talismans to provide accurate power estimates for varying player levels. This change will not affect existing talismans.
* Normal stat talismans now extend to +24 stats at the upper bound to compensate for the timer removal.
* Normal talismans will no longer utilize timers.
* Talisman boxes can now be purchased from the talisman vendor.


So let's examine all this. The most interesting thing, if I'm reading it right is "Normal talismans will no longer utilize timers." So, no more 8 hour talismans? yes please.

Other items of note:

1. multiple talisman slots on gear
2. higher max level of talismans (+24 from +20)
3. compression of options, which means fewer bags full of only slightly different junk.
4. boxes can be bought from vendors.

My concerns about this new system are two-fold:
1. how will this sort out in the economy ... low level permanents should be more sale-able, but there's a lot of changes, and its not clear what the fallout will be.
2. we're going to have way too many fragments: fewer types is a good thing, but we're still getting them from salvaging and scavenging, and now in some cases they won't be used up by making a talisman. They're already basically junk except for rare fragments, particularly at high levels. I expect that to change but overall with fewer talismans needed, they should become even less valuable.

Why not have scavenging sometimes yield just vendor trash that actually is worth something outside the AH?

Overall, good changes and quite promising for talisman making and the related gathering profs.

4 comments:

  1. It will be interesting to see how this does effect the economy. I'm just sick of having to micromanage my talismans, or having the decent perm one costing an arm and a leg.

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  2. Indeed. It's a good thing, and I think the increase in costs of moderate perms will be negligible, although the highest value ones may well go in cost.

    We'll see.

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  3. Why have scavenging provide more rewards? Of the two viable options for talisman making, it already blows salvaging out of the water by a long shot.

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  4. because there are fragments that simply can not be scavenged. I think wounds are one of them.

    Personally I think this is a poor way of balance, but unless they have a separate team focusing on Crafting, I think they have a number of much bigger problems to care about, so the changes are acceptable at least.

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