You could actually just get rid of the ReRoll Mods button and just leave the Roll Mods and apply.
Everytime you hit the Roll Mods button, it consumes the # of charges on the Runic
Yes, this would be great. I hate having to make stack after stack of items that I just wind up unraveling.
I would be fine if we could add the resists after. I was making gloves with mighty of haste. I reforged 60. I got one decent pair with the stats I wanted but all were not max. No telling how many more tries I would have to make with the stats I wanted at max, or most of them max.
These crafted items will still not have the high resists we can find on loot. Letting us add resists after reforge would give players a reason to reforge more because they would be more interested in crafting and reforging 100 pieces to get a nice piece with better resists. Would be a reward for all the effort.
That would also help reforging. More players would try reforging using more charges. Doing both would also be nice.
Allow us to us more charges for higher gains. What would one piece look like with 50 or even 90 charges used on it. I am still of the belief that Master Crafters should be making the Best of the Best items. Also YES to all the above ideas. Crafters need MORE control over what they make.
So basically you want to remove the randomness of reforging and give it the control you get from imbueing while keeping the over capping of reforging? Am I reading the comments correctly?
Just get rid of the repair deeds all together and make the NPCs have a option to repair
You guys couldn't keep a train on the tracks if it was in a tunnel.
Start a different thread if you want to talk about repair deeds.
Remember when this was talked about ad nauseum while it was on the test center, and all that's was done is have the charges upped a bit?
I remember.
Remember a couple years ago when the devs asked how to fix crafting and all they did was add this mildly useless rmt item?
I remember.
Memory is the key.