1: Go to No Rest for the Wicked tools and theory craft a build.
2: Collect dozens of Embers and pieces donor gear.
3: Craft a set of gear (Hope that RNG is on your side for both item level and facets.)
4: Upgrade item levels if necessary using materials.
5: Transmute gear to Magical/Plagued status using respective Embers.
6: Sort through multiple vaults of dozens of pieces of donor gear for the item enchantments that you want.
7: Move the enchantments that you want, one at a time, up to 24 times in total, using Essence Embers.
8: Reroll negative perks if necessary using Fallen Embers.
9: [Deleted for clarity]
10: Reallocate stat points for weight and proficiency using Fallen Embers.
11: Finally test the build in combat.
12: Realize that the build kind of sucks and just gets me killed.
13: Realize that I used a massive amount of time, crafting materials, donor gear, and Embers to build a loadout that kind of sucks and just gets me killed, and I donāt have enough materials or Embers left to build another set.
The whole process is tedious and frustrating, and so much of it comes down to RNG; RNG for Ember drops, RNG for crafting material drops, RNG for donor gear drops, RNG for enchantment values, RNG for crafted item levels, RNG for upgrade materials, RNG for the facets, RNG for rerolls; then, after you have all the RNG pieces, comes the tedium; level up the gear, move the enchantments, level up the enchantments, reroll stat points for weight level; then, after all that work, then you can finally go out and test the build and get an idea if your time and investment was well used or wasted.
Build crafting is the heart of the end game, but I find it frustrating and tedious, requiring dozens of pieces of gear, Embers, and user inputs; itās powerful but itās time consuming, and there are so many materials required that I rarely have enough left over to try something else. If I used my best pieces of donor gear for enhancements, those pieces of donor gear are gone, I need to go out and farm more before I can try another set; if I used all my Embers, I need to go out and farm more before I can try something else; if I used all my materials, I need to go out and farm more before I can craft more gear.
For most games, build crafting is one of my favorite parts, itās something I look forward to, but in NRftW itās complicated, itās slow, itās expensive, and as I said, itās tedious. Iāve been in end-game for sixty hours and Iāve built two loadouts because the system is like trying to climb a glass wall.
I donāt have any solutions to propose except that we be given enough materials that messing up doesnāt leave us high and dry or reloading a backed up save file to get our materials back. Maybe smaller levels of RNG/variation on enhancements (So instead of enhancements being 5%-15% the range is reeled in to 10%-15%, instead of weapons being craftable at levels 4-16 theyāre reeled in to 11-16,) and higher drop rates of materials and Embers, so weāre not left empty handed after a bad build.
Maybe I just have too much ADHD to enjoy the system.
Edit: I may not have been joking when I said āI have too much ADHD to enjoy this system,ā the fact is I find it overwhelming, requiring dozens of choices, valuations, and steps to complete one simple build. Reviewing dozens, of pieces of gear, moving dozens of enhancements, trying to decide between +Crit and +Crit Damage, weighing whether this enhancement is worth one of my very limited stock of Essence Embers, remembering to check the item level, remembering whether Iāve got better than +3 Armor Penetration somewhere else, going from box to box to check inventories, it makes what should be a simple and fun process instead overwhelming and time consuming.
There are just so many variables, and variations on the variables, and permanent decisions with definite downsides. Engaging with the current build crafting system is painful.
Edit 2: Since this has been moved to suggestions, here are some suggestions:
- Smarter storage options, give us search and filter functions for our banks
- More Ember drops in general, give us enough to make mistakes and experiment
- More crafting materials in general, give us enough materials to experiment or screw up without setting us back
- More clarity on potential ranges (Let us know itās 3% out of a potential 15%, to make it easier to judge gear at a glance)
- An āAffix Walletā where we can store and search our Emberād Affixes
- Less variation in Affix levels (Instead of 5%-20%, make Affix ranges tighter, like 15%-20%)
- Less variation in weapon crafting levels (Instead of level 4-16, make ranges tighter, like 11-16)
- A deterministic way to find Facets, even a little less RNG would be helpful
- Dismantle gear, a way to retrieve some of our materials if our build doesnāt work as desired