Determinism idea for the randomness problem with crafting
So me and a buddy were talking about the determinism of crafting, and after watching the stream about their ideals about determinism vs the current slot machine... i think i may have a solution that I'm hoping to get some feedback on.
Just make Annulments targeted.
They're already rare, so they'd essentially be more desirable than ex's, or divines. You'd need to have rolled a decent base from either crafting or drops so you'd care about drops about getting a 5/6 bis.
The way they are now, they're basically shitting chaos orbs. you're going to use a random item, which drops less than a chaos, to "take off" a random stat then exalt it again for another random. They're basically useless unless I'm missing something. maybe taking off random unique bad stuff? I dunno. make them not work on unique or make it random for unique?
Just playing this out in my mind. two different scenarios.
First scenario: annulments are random.
You get a base.
You throw a few lower currencies on it, it rolls damage or crit or attack speed or something useful.
You get to a "decrease attributes" and you disenchant the item.
Second scenario: annulments are targeted.
you get a base, you roll 3/3, you get 2 decently rolled affixes, 1 bad affix.
You continue to roll, you get 5 decent affixes but you still have the bad affix.
You then spend a ton of resources to use annulments and exalts to cycle the undesirable until you get to a decent, but poorly rolled affix that makes the item useable.
so essentially....
Chaos orbs are for 3-4/6 rolled pieces, praying you don't take off what you need.
Exalts are still for adding what you want, but its still a slot machine.
Annulments are now for targeted removal on very specific pieces, but keep their rarity up so they're not spammable without a sugar daddy.
hope that was even half way clear. Just something I've been thinking about for a while.
I look at annulments and they just seem like chaos orbs with additional steps