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Who Else Hates the New Approach to Crafting?

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  • rafaeldarafaelda Member, NW M9 Playtest Posts: 666 Arc User
    I think (this is my opinion) this new system was build with 3 ideas

    1- Give gold some importance
    2 -Remove all the leadership, and by doing this removing free stuff for guild and or toons, being it RP or boxes
    3-do the two thing about without remove mastercraft from game, because they do generate money for cryptic...

    I'm taking a few skins out of this and will let some gathering or jewellcraft workers on time from time but not spending money to be the leader of a workshop...

    I cant even call myself a weaponsmith since all i do is to order someone around...
    If it was made for players for real we would have free access (no morale) to work and would be loked hammering for a few sec/minutes and to suport this we would have the option to send crafters and gatherers around...

    I see that old leader in the workshop history and think, at least she was doing something like a real crafter...
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User

    Level your workshop to level 3 and you'll have what you're asking for.

    Have you filled that commission with actual crafted items and not with credit and/or AD? You crafted a bunch of things over night? Guess what? The list of items she buys CHANGES EVERY DAY.

    Also, now that tasks need resources from 3 different professions not having an account shared inventory for resources went from being a mild annoyance to complete pain in the HAMSTER.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited November 2018

    I was looking forward to an easier, faster crafting system with a more interactive feel. I did not expect that all my hard work leveling crafts and acquiring materials would now mean nothing. Nor did I expect that crafting would actually take LONGER if you want to craft in multiple categories! Why? because you can only have four assistants at a time, and you have to wait for new assistants to become available. I could go on... but you'll see for yourself. Basically, crafting in Neverwinter is now a joke and not worth doing.

    i make more materials than before. in 3 days 41 oil of vitriol and 20 gold nuggets an example. ALSO i can do 10 extra fast crafts per day free. THE as much as posible option free your time.

    THE only problem with professions is to be lucky with the profession boxes to get 1 epic for each profession or a good rare ( i have for my artificing a good rare).
  • nunya#5309 nunya Member Posts: 933 Arc User
    rafaelda said:

    I cant even call myself a weaponsmith since all i do is to order someone around...

    Sorry to have to burst your bubble, but that is all you ever did in the old system, too. You had laborers/professionals and you assigned them tasks. In the new system, you have artisans and you assign them tasks.
  • nunya#5309 nunya Member Posts: 933 Arc User

    Level your workshop to level 3 and you'll have what you're asking for.

    Have you filled that commission with actual crafted items and not with credit and/or AD? You crafted a bunch of things over night? Guess what? The list of items she buys CHANGES EVERY DAY.

    Also, now that tasks need resources from 3 different professions not having an account shared inventory for resources went from being a mild annoyance to complete pain in the HAMSTER.
    Yeah. I filled it with actual crafted items on a couple of characters to see what it was like. The rest I used Material Exchange Currency to get from the Retainer the item she wanted. It's not that big of a deal, really. Sure, what she wants changes every day. Eventually, she will again want whatever it is you're crafting. So the logical thing to do is pick something that stacks, like Horn Glue, Fish Glue, Honey, or whatever, and craft a bunch of that. Then, when she wants that again, you go dump it on her. Boom! You've spent time crafting what she wanted and you sold it to her on a day that she wanted it.

    If you're going to craft things that don't stack, that's the day when I would craft a bunch of stuff using morale and be able to sell it to her quickly. Otherwise, you're forced to store it in the bank, the mail, or your inventory, and that could get messy.

    Since you have alts, you can also have them gathering and crafting stuff, but you might not have the gold for all that crafting activity. If you don't, I feel your pain because I'm not sitting on mountains of the stuff, either. In just three days of working on gathering and crafting stuff to work on Workshop level 4 on my main, I burned through 40g - and that's going to take me a while to earn back. If I weren't using the formerly salvageable purple gear for Surplus Equipment in my coffer, it would be much faster, of course. However, I mostly rely on picking up copper off the ground and selling to vendors the things I get that I have no other use for.
  • auron#6793 auron Member Posts: 396 Arc User
    i can honestly say i'm not impressed so far. it's far more complicated than it needs to be. can't even figure out how to get the blasted thing to level 3. did the quest that gives you the balm but it stops cold after that and you can't upgrade it past lvl 2.
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  • rafaeldarafaelda Member, NW M9 Playtest Posts: 666 Arc User

    rafaelda said:

    I cant even call myself a weaponsmith since all i do is to order someone around...

    Sorry to have to burst your bubble, but that is all you ever did in the old system, too. You had laborers/professionals and you assigned them tasks. In the new system, you have artisans and you assign them tasks.
    Not at all

    I was that talking about both options, the old and the new system shoudnt even give you the proffession title since you dont do any work at all, that why i was hoping to really have my toon to gain real skill in the professions, but now even after the rework i cant do it...

    PS.: Used to play another mmo with a crafting system where you really had to play it, stay, in a workshop (was a open one) and do your work, when the developers said the new system would be more active style i was hoping for that, or at least a mix of that . . .

    Is a pity it would even look better if you think about the workshop Storyline... the way the system is Carmela wasnt doing any real work as is claimed in the storyline...
  • nunya#5309 nunya Member Posts: 933 Arc User
    rafaelda said:

    rafaelda said:

    I cant even call myself a weaponsmith since all i do is to order someone around...

    Sorry to have to burst your bubble, but that is all you ever did in the old system, too. You had laborers/professionals and you assigned them tasks. In the new system, you have artisans and you assign them tasks.
    Not at all

    I was that talking about both options, the old and the new system shoudnt even give you the proffession title since you dont do any work at all, that why i was hoping to really have my toon to gain real skill in the professions, but now even after the rework i cant do it...

    PS.: Used to play another mmo with a crafting system where you really had to play it, stay, in a workshop (was a open one) and do your work, when the developers said the new system would be more active style i was hoping for that, or at least a mix of that . . .

    Is a pity it would even look better if you think about the workshop Storyline... the way the system is Carmela wasnt doing any real work as is claimed in the storyline...
    Sorry for misunderstanding! You're right. There's no work being done by your character. In the new system, you're less involved than you were in the old system, really. Mainly, the retainer is there to keep things going day-to-day. So it's almost like you're the owner of a franchise and you've got a manager you trust to keep the business running. I suppose the retainer was needed from the perspective of storyline and a convenient place to trade old resources and assets for new, but the retainer is really superfluous when you think about it. They could have moved the asset/resource exchange to the new Material Supplier, which would have left them free to create a more immersive storyline where the character was more integral to, and more responsible for, the outcome. Cryptic kind of did the same thing with this that Standing Stone Games did with Elminster and their whole "rift between worlds" storyline, where the character's actions really didn't matter because Elminster's the one who saves the day.
  • nunya#5309 nunya Member Posts: 933 Arc User

    i can honestly say i'm not impressed so far. it's far more complicated than it needs to be. can't even figure out how to get the blasted thing to level 3. did the quest that gives you the balm but it stops cold after that and you can't upgrade it past lvl 2.

    The retainer should have the next quest, if I recall correctly. Because you talk to Lady Begum about Karmela, then sell something to Lady Begum. Then her representative shows up in your workshop and gives you something for completing that quest. After that, you need to talk to the retainer who tells you to go out and investigate what happened with Karmela. This takes you to the Material Supplier, then to Tress at the Manycoins Bank, then to Tress in the Sage's Shop (she's now off work). After talking to Tress in the Sage's Shop, your retainer shows up there and you talk to them. Then you go back to the workshop and talk to your retainer who tells you to hire at least 10 artisans. Once those are hired, then you talk to your retainer. After that, Montworth shows up and wants to give a gift to Knox. So he gives you the "A Box for Knox" quest that requires you to craft one +1 item off the list. When that's crafted, you talk to your retainer who takes the item and gives you a box, then sends you off to Knox. So you go to Knox, then back to your workshop and talk to Montworth. After that, you can use AD or Material Exchange Currency to get the rest of the way to 500k SSTC credit. Once you have that, go back to your workshop and Montworth will be there just inside the door. He'll give you the quest and a box used to upgrade your workshop.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User

    After that, Montworth shows up and wants to give a gift to Knox. So he gives you the "A Box for Knox" quest that requires you to craft one +1 item off the list. When that's crafted, you talk to your retainer who takes the item and gives you a box, then sends you off to Knox. So you go to Knox, then back to your workshop and talk to Montworth. After that, you can use AD or Material Exchange Currency to get the rest of the way to 500k SSTC credit. Once you have that, go back to your workshop and Montworth will be there just inside the door. He'll give you the quest and a box used to upgrade your workshop.

    I think this only works if you have some crafting skill at a sufficiently high level. If you are just starting out, you cannot take the workshop to level 3 yet. Most of the people doing crafting probably already had one or more professions at lvl 25 (70 in new system).
    Hoping for improvements...
  • nunya#5309 nunya Member Posts: 933 Arc User
    adinosii said:

    I think this only works if you have some crafting skill at a sufficiently high level. If you are just starting out, you cannot take the workshop to level 3 yet. Most of the people doing crafting probably already had one or more professions at lvl 25 (70 in new system).

    That could be. Another reason why having a primer would be helpful for players. Sadly, Cryptic obviously doesn't believe this is important enough to make any time for.
  • mdarkangel#4696 mdarkangel Member Posts: 442 Arc User
    When talking to your retainer, one of the options is "What should I be doing". Click on that and they will tell you when the next quest is available. So far I have seen levels 40, 50, and 60. I started with a level 34 so there is probably break points earlier as well.
  • kythelion#3210 kythelion Member Posts: 348 Arc User
    The break points are at every 10 levels I think. And it should absolutely tell you there's a break point instead of just going blank and you having to dig around to figure it out. It's BAD design.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User

    Horribly complicated,cumbersome,time consuming and unfun system that wrecks my nerves and patience. Before Mod 15 i was only doing profession tasks to gain new titles because i wasn't all that interested in crafting. It was fast and easy, both functionaly as well as visually.Now i don't even do that and have given up completely on professions. No big loss actually, for me, since i wasn't invested heavily, but if i'm upset i can't begin to imagine how other, more advanced players might feel.

    5th Edition D&D some crafting items take 2 or 10 or 200 WEEKS to finish for an amateur Adventurer/craftsman. Just some perspective. Elemental Aggregates used to take a standard 1 week (2+days with 4 purple Alchmy Grand Master's), Unified Elements was 2 weeks/4+ days under the same conditions. Or under the 'New' Professions in and 'insta' quest with a white level 70 professional and purple Hammer in 05 seconds and create Gold Wire. I did it today.
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    Your retainer runs the show, but you still have to come around and pick up the produced items, because your pockets have more space than a freaking workshop. Makes sense.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    rafaelda said:

    I think (this is my opinion) this new system was build with 3 ideas

    1- Give gold some importance
    2 -Remove all the leadership, and by doing this removing free stuff for guild and or toons, being it RP or boxes
    3-do the two thing about without remove mastercraft from game, because they do generate money for cryptic...

    I'm taking a few skins out of this and will let some gathering or jewellcraft workers on time from time but not spending money to be the leader of a workshop...

    I cant even call myself a weaponsmith since all i do is to order someone around...
    If it was made for players for real we would have free access (no morale) to work and would be loked hammering for a few sec/minutes and to suport this we would have the option to send crafters and gatherers around...

    I see that old leader in the workshop history and think, at least she was doing something like a real crafter...

    We still have the Crate of Transmuted Gold.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User

    Level your workshop to level 3 and you'll have what you're asking for.

    Have you filled that commission with actual crafted items and not with credit and/or AD? You crafted a bunch of things over night? Guess what? The list of items she buys CHANGES EVERY DAY.

    Also, now that tasks need resources from 3 different professions not having an account shared inventory for resources went from being a mild annoyance to complete pain in the HAMSTER.
    Sometimes is changes back the next day.
  • turloghobrienturloghobrien Member Posts: 13 Arc User
    I am affraid I am going back to DDO. I liked crafting here, for no real reason, it just felt good to be legendary leatherworker. Now, I waste time on travel to workshop, I waste time on talks with boring NPCs, waste time running between the desks with workshop. On top of that, any serious crafter now needs damn steady income as each task assigned to worker consumes your money.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    Thoughts now that I have read through this thread.
    1. It's a HUGE Time Sink, I used to spend 15-30 min. doing crafting on 10 characters. Now I spend the better part of an hour in the morning just setting up 2 crafting characters
    2. The other 8 I just Invoke and it takes little time
    3. Then crafting with two characters to get stuff to the SST about 4 hours later (the rest of the time is doing other work and Questing)
    4. Repeat 4 and 8 hours later.
    5. The above shows that too much time is taken away from Questing and wasted on Professions Busywork.
    6. Takes away from the Cameraderie of the game.
    7. Isolates the players from their friends (not good)
    8. Longer and harder is not better
    9. 6 slots (+ 1 for morale projects) is worse than the old 9 slots that you had to earn
    10. Huge Gold Sink
    11. Same problem with old Professions, If you make it you cannot always dsell it for a profit on the AH.
    12. In the old system you could use up to 36 (18 if you were doing Leadership only) You had a Max of about 70 (32 Epic, 32 White Rank 3 from Regular Professions and about 10 from Black Ice and Event Crafting
    13. Tools old Professions you needed about 60 for all professions, now you can have multiple grades of the same tool and Worn tools just gather dust in the tool box because they can't even be sold for a few coppers.
    14. 3 types of the same material; bound, normal and +1
    15. Not enough space in the materials bag
    16. Tools bag has much extra space
    17. Hint: Move the excess Toolbox space to the materials bag and use the space filled with vouchers for future tool additions.
  • methuselasmethuselas Member Posts: 275 Arc User

    My observations:

    Cancelling tasks is unintuitive. Also you get your mats back but don't get your gold back (which is necessary to prevent exploits, but the window should tell you this). There is no option to "complete this one but stop at the end of it" which would be great when you set a chain going and you want to set a bigger number because the first 3 miracle workered and insta completed.

    Yup. This is where they get you. If you put in on "craft infinity", you have to clear the workshop chest before you can turn it off, but they'll ALWAYS make sure to take that gold from you after you are forced to cancel, when you don't want to gather or craft that particular item anymore.


    Mastercrafting is now more expensive. You get nothing back from a fail now, there is a gold cost and I'm needing a proficiency supplement just to get to 75% with a mythic forgehammer.

    Thankfully, I never achieved Mastercrafting, when my guild died.


    There seems to be no bonus on a craft that uses +1 ingredients, I don't know why, I feel there should be, it makes focus irrelevant on high level gathers.

    This is intentional. The +1 offers an additional ONE copper or silver for the item if you sell it, but you get no bonus from it for Strongholds. Sure, you can use it to up the focus on the other stuff you're making, but it costs more to make and honestly, from my tests, the bonus to focus isn't all that great. This might help you with your Mastercrafting, though.

    Show stopping bugs reported on preview weeks ago were not fixed before release, this causes less people to want to go on preview, as there seems no point, and means you get even less good feedback.


    Yup. I looked at it and shrugged. I learned my lesson from giving MASSIVE feedback on Mods 3, 4, 5 and 6. Most of the time, it's unheard. Takes them a while to get a bug fixed, unless it's something gamebreaking, like not being able to complete quests or game changing, like an AD exploit they leave in, after being told it's there.



    Making people pay a large number of ADs (500K per alt for T3) to get back to where they started is not cool. Non mastercrafter alts are never going to be very good at crafting without a forgehammer. Previously they could gain gold and RP at the same rate as your main mastercrafter, now they can't even accomplish the highest level non MC crafts at 100% with the top level white tools.

    This is the one right here that pisses me off the most. I spent actual money to buy my Professions Assets an due to a screw up on my part, one of my toons didn't get Rank 3 in the Workshop.

    But what I got out of the "new" system pales in comparison to what I had. *EVERYTHING* you craft, cost more than you would make off selling it. You want leather, it's 10x the price in "commission." Professions can't be used to make money anymore, unless you're a Mastercrafter and are looking solely for AD. It was designed, from the get go, to be a AD/Gold sink. If it wasn't, they would have increased the amount of gold drop from mobs, but they didn't.

    I also hate the fact they LIED about "not being able to update the old professions." I worked both in the game industry and in web development and have been around since beta. All the professions would be based off Excel files or something similar, since we had the Gateway. It's the easiest way for the server to read data and also explains the sometimes atrocious load times during the Gateway-days. Also, most game engines can read XLS or XML files, so it wouldn't require any code changes.

    All this was done to strip people of "Leadership" farming and hard-earned assets. I guarantee you almost ALL of their funding for this "mod" was put in to professions. A small amount was put into that joke of a "storyline" they came up with and that was just an attempt to siphon off "new players" from their new voice actors and their following (how they have one is beyond me, as I find them quite humorless and annoying.)

    I just came back for Ravenloft, after a 2 year hiatus. I'm VERY disappointed.



  • nunya#5309 nunya Member Posts: 933 Arc User


    We still have the Crate of Transmuted Gold.

    This won't be worth doing for most people. There are 15 to 20 steps, depending on how you count them, in order to make Crates of Transmuted Gold. While we're on the subject, the whole name of the crates is stupid now. The point of transmuted gold is that there was never any gold there to begin with! They should change it to Crates of Gold or Crates of Smelted Gold because we're actually putting gold into the crates. It's as if the developers don't understand English. Seriously.

    Anyway, here are the steps required to make these stupid crates:
    1. Gather Oak Logs.
    2. Gather Walnut Logs.
    3. Gather Gold Sand.
    4. Gather Gold Sand. (Because you need 13 and only get 12 per task completion.)
    5. Gather Iron Sand.
    6. Gather Flax.
    7. Gather Fish Bones.
    8. Use Artificing to make Oak Lumber.
    9. Use Artificing to make Walnut Lumber.
    10. Use Artificing to make Fine Parchment.
    11. Use Jewelcrafting to make Raw Gold Ingot.
    12. Use Jewelcrafting to make Raw Gold Ingot.
    13. Use Jewelcrafting to make Raw Gold Ingot. (Because you need three.)
    14. Use Alchemy to make Fish Glue.
    15. Use Alchemy to make Linseed Oil.
    16. Use Alchemy to make Black Ink.
    17. Use Artificing to make Aureus Index.
    18. Use Alchemy to make Crates of Transmuted Gold.

    Total cost before commission modifiers for all that stuff? About 7 gold 30 silver. That math accounts for using 13 Gold Sand and not 24. It also assumes zero failures. This recipe makes three crates worth five gold each. If you're lucky and have artisans with very low commission costs, you could get that price down to about 3 gold. If you're unlucky and have artisans with very high commission costs, you're looking at spending about 22 gold .... to make 15 gold to donate to your guild. Most of us will be somewhere in the middle, which means that making these crates will cost most of us about 12 to 15 gold. When you've got 18 steps (assuming no Dab Hand) and you're spending about as much to make these things as they're actually worth to the coffer, then what's the point of making these things? I've already told the developers in the preview thread that they would have to triple the value of these crates before I would even consider making them. Merely doubling them is an insult considering all the hoops you have to go through to make them.

    Very few people are going to take the time to actually do the math on all these tasks and figure out how much it will cost them to make these crates. So I am sure there will be people who, for a while at least, will spend more than 15 gold to make crates of gold worth 15 gold. All of this is why I will be using the Assayer in my SH to meet my guild's needs. I'm hoping that enough people will be aware of the cost to make these crates such that most people will avoid making them. Maybe the developers will make changes if people stop making these crates. The recipe in the old system was valuable because you could use Guild Marks to get all the ingredients you needed and generate gold for your guild without actually spending your own gold.
  • heavensake#5599 heavensake Member Posts: 77 Arc User
    This whole mod is a complete failure it is like the devs can not even do basic math. between cost to make crates of gold and weekly campaign cap should be proof enough. And now the we need gold more than ever before they went and removed some of the best options to get gold. I used to get pretty much all my gold from selling stacks of potions many types would sell at vendors for well over 12 gold per stack. And with the removal of leader ships enchanted coffers the potion of grand healing is no longer a source of cheap and easy gold :/
  • mdarkangel#4696 mdarkangel Member Posts: 442 Arc User
    @nunya#5309
    They did double them, it makes 6 crates now.
    Even so, the steps involved (if they can't be reduced by the temp merchants) plus the possibility of a high commission modifier somewhere in the chain and possible failures, makes this a process that's very hard to justify doing.
  • nunya#5309 nunya Member Posts: 933 Arc User
    @mdarkangel#4696 Thanks for the correcting information. I hadn't looked at the recipe result since just after launch. I only looked at the ingredients and broke everything down. It's still true that it's really not worth doing. I was hoping they would simply change the value of the crates, rather than the number of crates produced. I suppose they didn't want to take the chance on this affecting crates already in existence.
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    Players need to have some consideration that it was a rework of all profession system from roots, test stuff and report bugs and dont expect to be fixed next day, it will take sometime be patient, the new sistem looks good and you can enjoy it more everyday, the non masterwork with not so close to 100% proficiency/focus it preparing you for the questline for masterwork enjoy the journey and dont give up
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited November 2018
    I think my opinion is an unfashionable one, but I enjoy this profession system much more. It feels a lot more involved and strategic even if that bar was set at ground-level by the previous system.

    Obviously it needs a great deal of tweaking to provide a better experience for players who did not log in with millions of exchange credits on their accounts and with thousands of gold in the bank, but the framework is there to make professions more fun across the board, at least for players who genuinely like crafting. I think most of us are currently more focused on what we lost with the removal of the old setup.
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  • nunya#5309 nunya Member Posts: 933 Arc User
    arcanjo86 said:

    Players need to have some consideration that it was a rework of all profession system from roots, test stuff and report bugs and dont expect to be fixed next day, it will take sometime be patient, the new sistem looks good and you can enjoy it more everyday, the non masterwork with not so close to 100% proficiency/focus it preparing you for the questline for masterwork enjoy the journey and dont give up

    It's not a rework from the roots. They tweaked how some things worked, added a little, and reskinned the rest. Even the developers admitted as much in the preview thread, saying something to that effect. It's not a fun system. I got a character, that had only leveled Leadership in the old system, through the tutorial last night. Gathering doesn't count as a "profession" for purposes of the quest chain. So that leaves me having to level a profession on that character now in order to get to the point where that character can do the "A Box for Knox" quest. Until that happens, professions on that character are going to be a huge pain in the HAMSTER.

    I've also decided to level my main's workshop to level 4 for the experience of doing it. That's turning out to be a chore, too. We'll see how long I can put up with it. I am not hopeful.
  • kythelion#3210 kythelion Member Posts: 348 Arc User
    Even if it was a complete rework, which it could have been but they didn't, releasing it in this state is unacceptable. I do not, and SHOULD NOT have to, have patience for them to use the live release as the beta/debugging phase. That's not how this process is supposed to work. That's what internal testing and preview server are for. And if they can't get HAMSTER to work there, it shouldn't get released where even more HAMSTER is bound to go wrong. I need to introduce some of my programming instructors from college to the devs. The devs need some whiteboard erasers thrown at them.
  • caldochaud#4880 caldochaud Member Posts: 213 Arc User
    edited November 2018
    Regardless of whether it is with using the old crafting system, or using the new one, my issue is that there isn't really anything of practical use that I can craft that doesn't already drop in-game from mobs or chests. I was hoping to craft something that would be an improvement and yes, more desirable.

    For example, look at the Zulkir's Dreadnought armor. I like the features and the bonuses it has especially where having undead companions slotted is concerned, but eventually you are forced to abandon that IL 450 armor to slot better gear ranging up to IL 500+. What I was hoping for with Professions was to be able to use crafting to either incorporate the bonus features of the Zulkir's Dreadnought into a higher IL crafted armor, or directly upgrade the Zulkir's Dreadbought to IL 500+. Sadly, no luck there.

    In summation:

    -We don't need potions since they drop already.
    -We don't need sub-par (blue) weapons and armors as they also drop already.
    -We don't need to craft mounts or mount insignias (unless something more powerful/unique could be crafted).

    -We need but can't craft Astral Diamonds because you're trying to reduce that source of income.
    -We need better gear but there are no Legendaries or (dare I ask) Mythics worth the effort to pursue.
    -We need better companions but we can't craft upgrade tokens.

    Think of it: If players could craft Mythic gear (heads, chests, arms, boots, rings) with the new Professions system, that alone would be the ideal every player would be on board for.

    ONE RING TO RULE THEM ALL!




    But so far, I just don't see this happening. Too many fears of unleashing something game-breaking/balance-breaking?

    There is room for improvement with Professions, but the question is whether or not the improvement will come or was this all just an attempt to give players a ton of pointless busywork that serves no practical use whatsoever...

    I don't "hate" the changes but I am disappointed.
    "Talent is a flame. Genius is a fire." - Sir Bernard Williams
  • nunya#5309 nunya Member Posts: 933 Arc User

    -We need but can't craft Astral Diamonds because you're trying to reduce that source of income.

    I'm not sure whether you're referring here to Astral Diamonds as a currency or for guild donation. If the former, you never could do that. If the latter, you can do that and it's a level 70 Gathering task.
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