So if you get past all the minor problems of the game, and you ACCEPT the Loot RNG issues associated with this game, and you UNDERSTAND why you can't recalibrate an item more than once, and you accept the incredibly difficult grind ahead of you. What happens when you FINALLY GET your perfect item? Your joy turns to disgust because of the way recalibration limits creativity once again.
Perfect example. Gloves. I want to make a minor change: I want to move talents from precise to devastating, but because I need to roll my 12% AR damage onto it, I ideally would like to find a glove with the talent already there, and "ideally" a health roll to go with the beserk build.
My previous gloves have 12% AR and almost 9k health, but with the wrong talent. Today, I find almost the exact same gloves. It has the perfect talent, but (unfortunately) about 500 more health at 9,500. As you might have already guessed, it will not roll 12% AR, but cap out at 10%.
I want to appeal to your brain and your heart on this issue, developers. From a logical standpoint, you have to understand your own game: It takes more time to grind out a perfect piece of gear than it is to obtain All of the the exotics in the game from start to finish, and i'm including the eagle bearer. I'm not talking about backpacks and chestpieces either, i'm talking a perfect glove. But i'm not complaining about the grind. I love it. But USE YOUR BRAINS FOR A SECOND. The perfect piece of gear is NEVER going to be a max health roll with a minor red stat on my gloves. Someone should run the numbers on mathematically getting a LESSER roll to the point where you can actually maximize the stat you need, which in this case is always the damage you need for your primary weapon.
By randomizing the stats and capping the recalibration the way you did, the perfect piece of gear is literally 600 health less than what I got. Because of such an insignificant minor detail, you turn my best day in a month of farming into the worst, because that perfect drop became another piece of farming crap that I have to trash. Think for a moment what I just went through emotionally, because in the end i'm here to have fun just like everyone else. Do you really intend on telling your playerbase that because you don't want to overpower items, you're going to be fine with the way things are?
Put some thought into the effects of the systems you put in place. Ideally the solution to this is to either (1) allow one recalibration at any value without regard to score, (2) Allow unlimited recalibrations among multiple attributes, but capping them to the previous score, or, if you're actually creative as a development team and not just a 2nd rate coder, (3) allow people to roll their max stat onto the new item, and if you go over the hard cap, choose another attribute to lower to make it work. In my example above, allow me to max out my AR damage and lower the stupid health roll to 8500 or whatever to get the benefit of the grinding.
Today's drop was a slap in the face, and i'm angry over this BS.
This thread was added on June 30, 2019, with posts from Ubi-RealDude.
Original Post
Thank you very much for the feedback on the Recalibration system. I'm sorry to hear that such a small discrepancy ended up having such a large negative impact. I think we've all had those "so.... close..." moments with a new gear drop, but this hits particularly hard.