I know enough time has passed from its implementation to have enough data and opinions on it. I feel like the system is under performing in terms of adding an extra source of jewelry ROGs to help with templating. Instead, it has been shaped into this cash sink hole that is unreliable. I understand it's gambling, but still. Even gambling isn't as unreliable as this.
My main issue is going through a lot of Ash and gold to get a hand full of masterpieces only to have them be around 60-70 utility. Shouldnt a polished masterpiece fluctuate less ? I feel like, with the current 2-4% masterpiece rate , polished jewelry should be maybe 80-85 and up utility ? What's the point of getting a masterpiece if it's worse than your average.
This is not just a rant because I gambled and lost, I have tried my "luck" since the system was implemented in hopes of getting enough variety in my jewelry inventory to be able to remake templates and cover specific gaps. Instead, the many times I have dumped 2-3k ash and 20-30 plats at once, I keep coming up with the same average utility jewelry and the generally almost the same 3-4 resists and a heap load of +hits. Right now I dumped 6k ash which is expensive on its own and almost 40 plats and came up with 4 masterpieces around 68-75 utility, with exaggerated stats that make them unusable (example - Bracer with 9% cold, 19% thrust and 3 stealth/71 utility)
Please reconsider the stats, at least limit the utility to not fluctuate so much, maybe flawed 50-65, imperfect 60-85, polished 85-105 or whatever the maximum is. At current rate, any usable item comes off as more expensive than it would have been on CM.
My main issue is going through a lot of Ash and gold to get a hand full of masterpieces only to have them be around 60-70 utility. Shouldnt a polished masterpiece fluctuate less ? I feel like, with the current 2-4% masterpiece rate , polished jewelry should be maybe 80-85 and up utility ? What's the point of getting a masterpiece if it's worse than your average.
This is not just a rant because I gambled and lost, I have tried my "luck" since the system was implemented in hopes of getting enough variety in my jewelry inventory to be able to remake templates and cover specific gaps. Instead, the many times I have dumped 2-3k ash and 20-30 plats at once, I keep coming up with the same average utility jewelry and the generally almost the same 3-4 resists and a heap load of +hits. Right now I dumped 6k ash which is expensive on its own and almost 40 plats and came up with 4 masterpieces around 68-75 utility, with exaggerated stats that make them unusable (example - Bracer with 9% cold, 19% thrust and 3 stealth/71 utility)
Please reconsider the stats, at least limit the utility to not fluctuate so much, maybe flawed 50-65, imperfect 60-85, polished 85-105 or whatever the maximum is. At current rate, any usable item comes off as more expensive than it would have been on CM.