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Enhancement Choices Broken

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I don't know where you are getting this from about not being able to craft EGO items in ordinance. I'm 400 Ordinance and can craft EGO items just fine. They are called Controlled and Enhanced and you can only apply them to Utility slots.

    Yes, my bad indeed, I misunderstood how this was changed. I should not get my info from forum threads while also working ^^

    I will retract my (uninformed) rage. This change is less bad then previously thoguht, at least once the soft caps for attributes get properly implementred so that dex and int are usefull in small doses.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    El-Ravager wrote:
    Also, why is this kind of problem not fixed before release? Id venture that half the people out there have picked suddenly suboptimal crafting skills for their characters, with no realisitc way of realizing that they would ever have a problem with it. WIll there be a free retcon for crafting now?

    This is the biggest issue for me as well. It's one thing for us to start out gimped and whine about how we can't find a craft we like, it's another to have precisely what we want, then have it yanked away AFTER we've paid for it (both in game and real life cash). That creates a lot of bad feelings and frustration.

    I can understand wanting the crafts to be a bit different, certain ones can make certain combos, and again, if it had been implemented that way from the start, it wouldn't be as bad, but letting us make exactly what we want, then yanking it all away from us is rather disruptive.

    Also, and this may just be me, but there is insufficient info for a lvl 5 character to know what they are getting into when they chose a craft. There is no way for them to know, in game, that if they choose craft A, they will only be able to make items with the following stats. I know that, for myself, I chose Arms/Fighting Styles because I'm a MA/DB, and it made sense, from an RP perspective. I also know lots of people who did the same.

    Again, if the limitations had been there from the beginning, I wouldn't be quite as unhappy about it, but now I need to find out which crafts can make what and potentially start over from the beginning to get the things I need, which will be REALLY hard now that I'm 40, because I'm not getting quest drops anymore, so I'll have to grind out the loot, which will be SUCH a joy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Aside fro mall the other suckage going on........what about all the Globals we have dumped into crafting blueprints / Enhancements that have now evaporated?

    I'm getting VERY tired of being told sorry we can't give you a refund because of a mistake on OUR end, so suck it up and enjoy the game. This happened to me with lost acclaim and now this?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Did I just waste tons of gold on schematics that disappeared out of my crafting list? Did I really just waste my time getting to 400? I lost items in the mail, I delt with it, I dealt with the constant change to my character's powers too. But this issue really bothers me. Don't sell me items that will not exist in a week. Who does that? really? Wow... unbelievable.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I'm also overjoyed to see that I wasted a great deal of resources. I mean, they were waste _before_ they were taken away because the majority of them didn't actually do anything when I added them, but at least I could look at them on the list and dream that one day the spreadsheet monkeys would lay off the drugs and actually do some work.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    So, it sounds like I will have to get *3* characters to level 31 in order to have a decent selection of items to craft, and the bug with mailing items to other characters will need to be fixed. Joy. Yet another move that hurts the casual gamer who actually has a life outside of the game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Guys, the stats have always been limited to specific slots, we had a bug where the custom stuff wasn't being properly limited, but every single mission reward, every single Nemesis and Unity and PVP Upgrade, every single fixed stat crafted item, etc. has the correct slots on the stats, etc. You are able to get to the correct max stat values with those layouts, that's what the game was designed around.

    AP: "You are able to get to the correct max stat values"

    Can we then please have hard number on what the 'correct max stat values' are. Right now we are told, SS1 and SS2 make us better.... (and maybe a third and possibly fourth). So we think that all points to those are best. However, from what you are saying (conceptualy anyway) we are better of stopping at point X and then spreading out. Then please give us some idea of scale when.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    kazzamo wrote:
    I feel sorry for the tankers that took con and presence for their super stats, finding gear for them just became almost impossible.
    Int/Pre is pretty damn hard to gear for too. :|
    I don't know where you are getting this from about not being able to craft EGO items in ordinance. I'm 400 Ordinance and can craft EGO items just fine. They are called Controlled and Enhanced and you can only apply them to Utility slots.
    That's great. What about Offense and Defense slots?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    What a shock!

    I decided to do a bit of crafting to suddenly find most of my options have disappeared. AND I have to dig onto a forum to find out the money I invested for blueprints is just wasted because someone, suddenly, decided it was not supposed to work that way? And this without any patch note/In game notification whatsoever?

    So you've changed something that was fun and allowed customization and in the meantime didn't even bother to fix broken enhancements, and broken descriptions? Interesting and enlightening priorities...

    Will you refund me my gold? Will you refund me all the quest rewards I have get rid of because I could craft gear more suiting my tastes? Because I will surely miss them now that the choices left to me are not suiting my framework at all...And these quests are gone now that I'm sitting at 2 bubbles of my 40.

    Your interesting system isn't one anymore. Forcing people to invest in CON into the DEF slot? I don't care about CON, sorry, forcing me to get CON is just....I think the bottom of the problem is you should change your game to a class system, clearly Cryptic and not surprisingly Bud Bill can't handle open choice and customization.
    Antiproton wrote:
    Guys, the stats have always been limited to specific slots, we had a bug where the custom stuff wasn't being properly limited, but every single mission reward, every single Nemesis and Unity and PVP Upgrade, every single fixed stat crafted item, etc. has the correct slots on the stats, etc. You are able to get to the correct max stat values with those layouts, that's what the game was designed around.

    So how do you explain secondary defense arms quest reward with INT/EGO/REC?

    Is the the goal of this stealth adjustment the will to encompass Drop/Quest reward over craft? If so not a smart move. Having to deal with the disadvantages of the usual MMO people might want to look for their counterpart advantages which are lacking in CO.

    So please someone do the bare minimum for your paying customers and write a guide/manual about craft 'how it's supposed to work as intended and not as faulty in game sorry not our fault'.

    It's unacceptable that people have to test to post lists afterwards when the people who do the game, thus have the spreadsheets, don't even bother to make the ingame description works and don't even bother to write a simple manual, and when the Ingame description is lacking don't even bother to post the enhancement list!

    I'm really glad I was caution enough to not buy a lifetime sub, or even 6 month sub...
    Antiproton wrote:
    Arms
    Utility Major: 1) END, 2) EGO, 3) INT
    Utility Minor: 1) CON, 2) END, 3) EGO
    Defense Major: 1) CON
    Defense Minor: 1) STR, 2) DEX, 3) REC
    Offense Major: 1) STR, 2) DEX, 3) REC
    Offense Minor: 1) CON, 2) STR, 3) DEX
    So why does the Kinetic (DEX/REC) has disappeared from my Off choice?

    clarification: I'm a DEX/EGO Munitions/Regen (no minimines so no link between their adjustment and my frustration here). And my crafted gear was split between (in importance order) DEX/EGO/REC/END. So it's not a problem of wanting to max one or two stats. DEX/EGO/REC/END are the 4 stats affecting Munitions the most. Am I not supposed to seek for them? Am I supposed to invest in STR? Really?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I am Arms, and i cannot seem to get STR into my Offense gear at all, despite it supposedly being a primary there. The enhancements i bought for STR (Colossal and Monstrous) do not appear on my lists. I reported this as a bug 2 weeks ago.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    OlG-fr wrote:
    I decided to do a bit of crafting to suddenly find most of my options have disappeared. AND I have to dig onto a forum to find out the money I invested for blueprints is just wasted because someone, suddenly, decided it was not supposed to work that way? And this without any patch note/In game notification whatsoever?

    Announced in the patch notes and all the documentation on here had been saying those slots since launch.
    So how do you explain secondary defense arms quest reward with INT/EGO/REC?

    Those are all valid secondary stats on that slot.
    So why does the Kinetic (DEX/REC) has disappeared from my Off choice?

    bug, it is incorrectly tagged still on Live, it is fixed internally.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    xShonuffx wrote:
    Say what you want about the crafting system, as far as I was concerned it was almost perfect and flexable. I mean we are suppose to depend entirly on drops? Drops may not cater to your charcter and it's not like they have like 100 lairs with uber gear all over the place like WoW. Then I could understand. Crafting good gear is the only way we had a chance to stand up to really tough Super Villians and Cosmic bosses, I'd like to see how people do againts them now in the couple of weeks as players max out their toons and crafting professions.

    Besides the changes to crafting either the monsters were made stronger across the board or there was another stealth nerf... with 10k hp in defensive stance, and with 51% damage reduction from Invuln, and with 87 to both resists on my char screen, I was getting obliterated by anything I came across. Henchmen, villans, master villains... all of them were dropping my health fast. I didn't try any legendary or cosmics since the patch, but pre-patch I was able to tank Qwijibo while my group burned him down, and now I doubt I can... And I have no idea how someone with the new gear implementation will manage, since they will have substantially less hp and defense than I do.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Announced in the patch notes and all the documentation on here had been saying those slots since launch.
    Then I stand corrected I guess...
    Antiproton wrote:
    Those are all valid secondary stats on that slot.
    Mmmmh I don't get it. If the list you posted is still up to date:
    Antiproton wrote:
    Arms
    Utility Major: 1) END, 2) EGO, 3) INT
    Utility Minor: 1) CON, 2) END, 3) EGO
    Defense Major: 1) CON
    Defense Minor: 1) STR, 2) DEX, 3) REC
    Offense Major: 1) STR, 2) DEX, 3) REC
    Offense Minor: 1) CON, 2) STR, 3) DEX
    Then you can get STR, DEX or REC. Secondary Defense is minor only, isn't it?
    Anyway there's no INT or EGO available in Arms Defense. Or else I totally misunderstand this list, if so could you, please, explain? (The stats listed are the stats available for the respective slots aren"t they?)
    Antiproton wrote:
    bug, it is incorrectly tagged still on Live, it is fixed internally.
    Ah ok, thanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    So its been a few days how long is it going to take you guys to man up and admit your "bugged" crafting system was better then your intended one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Vasheera wrote:
    I am Arms, and i cannot seem to get STR into my Offense gear at all, despite it supposedly being a primary there. The enhancements i bought for STR (Colossal and Monstrous) do not appear on my lists. I reported this as a bug 2 weeks ago.

    Colossal is Recovery for Defense Minor Enhancement, Monstrous is Recovery to Offense Primary Enhancement and appears to be fine, can you check again and /bug it in game? Is it an error in the displayed mouseover information?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    OlG-fr wrote:
    Then you can get STR, DEX or REC. Secondary Defense is minor only, isn't it?
    Anyway there's no INT or EGO available in Arms Defense. Or else I totally misunderstand this list, if so could you, please, explain? (The stats listed are the stats available for the respective slots aren"t they?)

    Right, you can get IINT/EGO/END on Secondary Defense Upgrades, they are valid ones for the slots overall. For Arms Crafting, the list is as you noted. STR/DEX/REC
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Is it an error in the displayed mouseover information?

    A lot of those are wrong, incidentally (many just contain what appears to be another one-word name). I don't know if you've got bugs on individual ones, but going over the whole list might be a good idea.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Right, you can get IINT/EGO/END on Secondary Defense Upgrades, they are valid ones for the slots overall. For Arms Crafting, the list is as you noted. STR/DEX/REC

    Do you realize that to a lot of people, your combinations make absolutely no sense? And the combinations people need are often unavailable to ANY craft.

    I have no idea who decided on this hyper complicated, weird, arbitrary distribution of stats to the various crafts, but the system is NOT WORKING.

    It is illogical, arbitrary, klunky, and worst of all - not fun.

    Just go back to letting all three crafts have all the enhancements for custom crafting.

    The 3 crafts are different enough from the non-custom items, consumables, etc. If you want to differentiate them more, give them all unique power replacers as well.

    But make custom crafting ACTUALLY CUSTOM CRAFTING.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Right, you can get IINT/EGO/END on Secondary Defense Upgrades, they are valid ones for the slots overall. For Arms Crafting, the list is as you noted. STR/DEX/REC
    Yes but the quest reward I'm talking about belongs to Arms, not Science or Mysticism. Hence why I'm puzzled. Or do rules apply differently for drops and quest rewards? Despite their school dependency they can blend these school limitations? :confused:

    I'll make a screenie tomorrow if it can help.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Those are all valid secondary stats on that slot.
    Now, can you start getting Presence as a valid stat on more slots? For healers/tanks, the absolute lack of Presence options (only 6 total? Only two pure? Only one with Int - the supposed best stat pairing for Sorcerers - which wastes itemization on Ego) is disgusting.

    Regardless of the ease of it happening, it needs to happen. Int/Pre and Con/Pre are nearly impossible to gear for under your current mechanics.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    OlG-fr wrote:
    Yes but the quest reward I'm talking about belongs to Arms, not Science or Mysticism. Hence why I'm puzzled. Or do rules apply differently for drops and quest rewards? Despite their school dependency they can blend these school limitations? :confused:

    I'll make a screenie tomorrow if it can help.

    Yes, the mission rewards adhere to the overall slot limitations, their crafting school is just for determining what components you get for taking them apart.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    At least give us all the options back, but make all the items made bind upon making. I'm not talking about just the three that were decided to belong in each crafting tree, but all the ones we had before, spent resources on, and now suddenly don't have.

    As stated by numerous posters, the combinations left DO NOT WORK for all frameworks. You have essentially made crafting WORTHLESS except for consumables.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    If that's how you wanted it then you should have done that from the start. Bug fixes are one thing and expected for any game after launch. What you guys are doing though is changing the very fabric of the game. Also what will be happening with all the Global we spent or all the now uncraftable items? This has served only to widen the gap between players lvl 31 and up(pvp and pve). In pvp now you will be totally outclassed by people purely because they have prepatched items. Take mini mines for example they had the nerve to say after all the beta testing and all the live play that the recent change is what they originally intended. The fact of the matter is. It isn't what they originally intended, but the whiners got to them and they changed it while pretending it was meant to be this way. This is something that could have been easily fixed pre-launch. It's insane how many times the argument used by devs is "that's how it was intended". Who launches a product after a long beta stage and doesn't get a major aspect of their game right? I'm guessing you guys also have inhouse testers and test things yourself so I find the intention replies to be a lie. Also why is it with every patch a whole lot more bugs show up than were around prior? I have yet to see a patch from you guys that fixes problems without creating new ones. When you're completely revamping powers that went through a lengthy beta test every week, it only goes to show that this project was rushed. Also can you devs please stop listening to the nerf whiners and actually get skills to work properly first? After that you can concentrate on nerfing. Excuse my frustration but with all that you guys have been doing this past month I feel I am justified.

    Edit: Content is still the same just with a less harsh/frustrated tone.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Colossal is Recovery for Defense Minor Enhancement, Monstrous is Recovery to Offense Primary Enhancement and appears to be fine, can you check again and /bug it in game? Is it an error in the displayed mouseover information?

    Yes, it is. "Monstrous" appears as "Radiant" on offense primary majors. When I mouse over Radiant the tooltip says Monstrous. "Colossal" does not appear at all, anywhere. I know I bought it, but it has NEVER appeared, even before the patch.

    I have bugged this already as of five days ago. My ticket was marked "resolved", but the issue still exists.

    PLEASE, can we have a consolidated UP-TO-DATE listing of what each enhancement represesnts? Every piece of dropped gear i have found that had either of Colossal or Monstrous on it had a STR stat bonus. Now you tell me that they do not have that at all for the crafted enhancements.

    What enhancement gives a strength bonus for arms?

    There is currently NO WAY to see what a crafted enhancement will provide in regards to stat bonuses. This is like the weapon appearance at the tailor... we can't see what we get till after we've paid and it might not be what we wanted.

    This is simply shoddy work, sir. It needs to be corrected posthaste.

    **EDIT - UPDATE**

    Ooookay. Out of frustration, I simply went and bought EVERY remaining available enhancement the trainer had up to my current level in Arms (300). Now, after I go back to the table to look and see what appears, SUDDENLY, to my surprise, there are Colossal and Monstrous in the primary Offense category, where I had never seen them before.

    In addition, both those enhancements DO appear to raise STR as I thought they would, NOT REC as Antiproton told me.

    *sigh* Perhaps a suggestion for folks who haven't tried this yet.. go back to the trainer and buy a couple more enhancements, maybe not all of them like I did, but try it and see if some missing ones don't show up. MAYBE that will reset something the patch broke.

    I dunno. I still want to see a good list somewhere. It would save a lot of annoyance.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    razor4life wrote:
    In pvp now you will be totally outclassed by people purely because they have prepatched items.

    The rest of your post was too much rambling nonsense for me to pull apart, figure out what you're saying, and explain why it's wrong, but this one stuck out. It's wrong, or at least will be after the next patch or two. Caps are being put in place (damage is in, others are coming) to fix this stuff. People who have the older items will be weaker because their stats will be wasted from pushing against the caps, while people who have current items will have their stats more evenly distributed and be overall more effective.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Replying by saying you don't want to reply isn't much of a reply. If you take issue with things in my post please tell me what those things are and why those things are wrong. I am not above being wrong but if I am I'd like an explanation as to why. Why these caps didn't come right away with the last patch I don't know and we'll see how long it takes for them to come. I'm batting that it won't be in the next patch or the one after that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I don't know about the other professions but Mysticism is a complete trainwreck with stat allocation. Other then custom pieces I never use anything out of it and frankly am sad I bothered even wasting the G leveling it up. I am struggling to think of any build that can properly benefit from it, especially the expensive end game pieces which seem to be scientifically designed to be as useless to as many people as possible.

    I also love how stats like Strength and Dex are slapped on to many of the pieces. It actually looks like the profession would be better for brawler types then caster characters. It is bad enough End/Rec characters get screwed as there does not seem to be any real support for them in any profession but do we really need to entertain melee stats in a caster-themed profession...?

    But anyway yes, Customs where the one small use for the profession and now even they are ruined. Tell me Cryptic, what is it with you people and this bizzare war on fun you are waging the last few weeks...?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Rethink the custom crafting setup. The stat combinations are totally arbitrary. What is it right now? I think its:

    Science buffs strength, foozles, and spitting.

    Arms buffs dexterity, hopscotch, and swimming.

    Mysticism buffs presence, farting, and schmoozing.

    Is that right?

    Honestly, the system is totally illogical and not terribly useful for tons of people.

    The old system at least made custom crafting seem useful, because you could actually make items with the stats you wanted.

    This wonky system is only going to accomplish one thing: make people prefer drops to crafted items, ALL THE TIME. Because eventually they'll find drops that DO have the stats they want, so why bother with crafted items that waste a bunch of their stat budget on junk.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Anyone seen a crafted item with set stats thats worth getting btw ?

    I dont think there is a single crafted purple that is specialist. How about at least reitemsing the stuff thats currently in the game to make it viable/useful ? Munitions players would love a custom "Gun-Toting" armor set based around dex/ego/end/rec for them, as would any other class for that matter... We dont want to all be wearing roughtly the same gear as everyone else.

    I know CO seems to want to make all classes balance nearly all stats out but no-one actually wants to play that way. A world full of people with 6000 health 300 energy 20%crit 65% severity is a boring world.

    Is there a plan to revisist Loot tables/Drops and Crafted items to set them up with itemised stats specialised for the different damage types/roles in the game ?I would bet that when the celestial power set comes out a whole range of specialised celestial armor will appear......
    Arms purple crafted items should be itemised for Might/Melee and Muntions based characters but unfortunately we have to deal with heavily INT/END pumped items. The primary utility for example is more useful for a Force/Fire character than any class that would logically relate to "munitions".

    Currently places like andrithal and mandragalore arent worth visitng for lacklustre INT/DEX based Blues and only 40 points towards the 1000 needed for the armor that is no better than lvl38 crafted blues.

    Changing crafted items so they are inline with poorly itemised loot is not the way to go about encouraging people to farm loot/tokens, reitimising rewards/loot would have been the correct method....

    Hopefullly these quick fixes to item inbalances will make way for a more general rethink of items and itemisation over the coming months. Otherwise with no true incentive gear to go and farm for Level40's the game will grow very boring, very quickly. The only reason people play warcraft so religiously is to get that next piece of major improvement gear that the other guy has got. That does not currently exist in CO as noone is desperate for Unity/Cosmic/Nemsis gear as these items make players feel dilluted.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Vasheera -

    As you found out, many of the Arms enhancements are listed wrong in the store. F'rex, enchancement A turns into Enhancement B when you buy it. As there is no indication that this will ever be fixed, I suggest buying "ALL those enhancements" to make sure everything is unlocked.

    Of course, doing that is one of the reasons why it was so irritating when a good number of enhancements were simply removed from the game - I'd already bought and paid for them all. Arms crafting is a giant pooch screw; I dunno about Science and Mysticism.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Agree Gravatron, the only usefulness (apart some consumables) of crafting gear is the possibility to caft custom gear. Seriously I don't see the point of the premade purple whooooa great monkeymoney+lotsofgold price, apart the costume unlock maybe. Well something you can plan to do along the road when you're bored and like to collect. Not a tool to define/tune your character.
    Antiproton wrote:
    Yes, the mission rewards adhere to the overall slot limitations, their crafting school is just for determining what components you get for taking them apart.
    Then that's it. An artificial way to make drops more desirable than craft. Not the good way to do it.
    I'm not sure the majority of CO players are the WoW crowds (No insult toward WoW, or WoW gamers here).

    Anyhow (not directed at you Antiproton, I know you couldn't care less) that decision makes me really wonder if I will pursue my sub past the *cough*free*cough* month. Mind you it's not a threat, some lack of anger managment or whatnot, I know I'm not a little snowflake blahblah. But this worries me about the lead decisions that will follow, and I'm not sure i will be able to play the game I paid for.

    And since I've already been flagshipped once, I think I'll preferably let the thing move on, and check in a few months how the game has settled...If ever I'm in the mood.

    But being forced to use stats I've no use for? Being penalized for having chosen recommend stats? I really feel scammed here.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Gavatron wrote:
    Munitions players would love a custom "Gun-Toting" armor set based around dex/ego/end/rec for them, as would any other class for that matter... We dont want to all be wearing roughtly the same gear as everyone else.
    Hell, I want three distinct sets of gear with different stat distributions for my three builds - one very Presence and Endurance heavy with a good compliment of Intelligence for when I'm supporting; one that's Int and Rec heavy with splashes of Presence to hit my 32% Superstat cap when I'm strictly DPSing, and a set that's balanced between Int, Pre, Rec, and End for when I'm soloing.

    None of the crafted gear really accomplishes ANY of that. *sigh*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I have not posted much on the forums because I rarely have anything worthwhile to say. But I agree with the OP and that crafting is no longer a useful feature of this game. Sadly, it seems that we are losing more of our ability to customize our characters.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    This wouldn't even be a conversation if they had found and fixed the bug sooner, or even better properly coded it in the first place.

    Quite literally crafting wasn't modified, it was fixed. This is the crafting version of Mini Mines unfortunately.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Um, okay. I just went to craft and found out the hard way that I had lost all my good options and lots of blueprints I paid for (talk about a sneaky way to take money out of circulation). Granted I'm only 300 skill (stuck in no-content land at lvl 29/30), but the only thing worth crafting now, as Science, for any of my characters, are bags. Is this the way it was designed, to be useless except for bags? At least I can quit levelling up my Arms and Mystic skill characters and just level 1 character's crafting to make bags. Please tell me this is going to be fixed so I can make other useful/non-consumable items again.

    Sincerely,

    Radicle
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    MacAllen wrote:
    I paid resources for every enhancer I could buy. I'm now seeing that more than 2/3 the ones I bought are no longer valid/useable...how about a refund for all the cash spent buying things that I can no longer use?

    I completly agree here, my Arms STR/CON Might Character also bought every single enhancement, knowing that I would be able to craft gear for my alts. Now the enhancements are gone, from a list of maybe 30 enhancements I only have 6, how about refunding all those resources back.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I also trained every recipe up to 400 ARMS and now have access to 6 majors/minors.

    This doesn't make any sense logically because I still have a full set of prepatch equipment already crafted and so does everyone else that got to 400 ARMS before 9/22.

    It seems like this whole system is just random now, for example I can craft a level 38 secondary defense EGO(controlled) item, but I can not craft a level 38 secondary offense EGO(controlled) item.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    For anyone who can still enhance any blueprint at all, I consider you lucky...

    My level 30 (Science skill 300) character's enhancement crafting is completely broken. And I don't mean broken as in a "half my purchased enhancement choices no longer show up" way, I mean in a "I can't click on any of the major/minor enhancements in the menus now, the option doesn't highlight or register a click, and no material requirements ever show for enhanceable items, so even if I could craft them, I wouldn't know what materials they'd need anyway" way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Same as the last poster, my crafting is literally broken, in that I can't craft any of my enhanceable goods. However, since apparently it's completely useless compared to quest rewards, I don't really see a reason to bother with it any more. =/ I liked the more interesting crafting options, like the ones that skipped stats in exchange for more mitigation....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Turjan wrote:
    And I don't mean broken as in a "half my purchased enhancement choices no longer show up" way, I mean in a "I can't click on any of the major/minor enhancements in the menus now, the option doesn't highlight or register a click, and no material requirements ever show for enhanceable items, so even if I could craft them, I wouldn't know what materials they'd need anyway" way.

    Use the arrow keys on your keyboard. Known issue, fixed in next patch (I think?).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    What the folks at 40 do or do not have doesn't really matter to me. What matters to me is after the patch crafting went from worth playing around with to feeling broken.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Angry_Mob wrote:
    What the folks at 40 do or do not have doesn't really matter to me. What matters to me is after the patch crafting went from worth playing around with to feeling broken.

    Agreed, I wish they would cut this back from the one per to a more even system. If your going to limit it why not limit it to a single type? For example, Str/Dex/Intelligence can't be used in any utility items, Con/Endurance can't be Offense, Ego/Recovery can't be slotted into Defense. With Presence being slot able anywhere since it has the least effect of any powers being only an agro tool and letting tanks or healers trade skills for less hate.

    Much less restrictive than this one all method which limits skills to six slots or sometimes only two depending on crafting profession.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Crafting is pretty crappy right now. I'm ever so glad that its getting closer to what the devs "intended" crafting to be like, but their vision of crafting is crappy... so we're moving closer TO crappy. Giving certain item types affinity with certain stats... well that's just arbitrary - the question should then be... is it arbitrary useful or arbitrary cumbersome? My vote is the latter, obviously - who exactly are you enhancing the fun of by adding this arbitrary level of additional complexity?

    The entire process of "fine tuning and balancing" just escapes me with this game. What it seems to be is a drawn out process of taking away options and reducing numbers... things that don't work are not being prioritized for implementation (like all the enhancement special abilities... life on kill, chance to slow, etc). Instead the focus is on making every possible aspect of this game more banal and tedious.

    I also get that I'm basically talking to myself. The devs don't really listen to people who aren't crying out for them to do what they do best already (see above re: "balancing"). Crafting went from being minorly useful to being pretty much a waste of time... or a makework "hobby" profession like "fishing" is in a slew of MMOs these days. Weee!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Guys, the stats have always been limited to specific slots, we had a bug where the custom stuff wasn't being properly limited, but every single mission reward, every single Nemesis and Unity and PVP Upgrade, every single fixed stat crafted item, etc. has the correct slots on the stats, etc. You are able to get to the correct max stat values with those layouts, that's what the game was designed around.


    Well the "custom stuff" is why most of us start Crafting, so we can customize our Items eventually however we want them.

    By DESTROYING the variety of choices for customization, you've Destroyed Crafting.

    WTG, one EPIC blunder right after the next. Mega Power Nerfs, dozens upon dozens of totally broken Melee Powers that go unfixed, and now you totally gut high tier crafting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Miiru wrote:
    Use the arrow keys on your keyboard. Known issue, fixed in next patch (I think?).

    Use the what now? Arrow keys?
    Well yes, obviously - how amazingly intuitive of them! And so well documented of course! :rolleyes: /sarcasm

    Cheers for the heads up Miiru

    Now I'm wondering how on earth they managed to break the menus in the first place in such a way that key navigation became necessary instead of mouse navigation?

    I've kinda given up on crafting for the time being anyway, truth be told, because from what I've seen so far the items produced are at best on a par with half-decent drops, and if the rejigging of available stat combos via enhancements is anything to go by, the degree of gear customisation is now so poor it's simply not worth the time or effort to craft.

    Shame really because the system was moderately innovative before.

    Not as innovative as Tabula Rasa's brilliantly useful modular disassembly/reassembly system, but quite useful nevertheless.

    I totally agree with VoodooMike and Dreadnaughtt's postings just before mine here - in a game where ultimate character SKILL customisation is not only possible but a key central feature of the gameplay ethic, where the heck is the logic in cutting back on GEAR customisation?

    If the devs' idea of "proper crafting" is the ability to make an item that's essentially the same as an item you could find as a drop, then they've completely missed the entire point of player crafting. Even a cursory look at any of a dozen MMOs with crafting would tell you that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I would assume the idea is to craft gear and then trade/sell it with other people for gear that has your desired stats on.

    Now, if only the Auction House wasn't more like a $#!+houe.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    bumping this terrible fix. This was a bad idea and you should feel bad. every stat should be able to be combined. At least by some level craft, tank builds were left outside on this one. Way to fail devs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Have you ever wondered why ugly/bad actresses get the part?, same thing is happening here: Some stubborn SOB with a lot of power (or dispensing mucho ____ "favors" to said SOB) has come up with a failed vision of how crafting should make sense, and is sticking to his guns cuz it's now a pride issue. To them, we are just snot-nosed whiner/losers "hung up" on a game. My god... a game of all things. Do you hear the chuckles?

    Just read all dev replies on crafting. Their tone has been pretty unapologetic and matter-of-fact.

    As it stands for me right now, if you want to craft, you'd better retcon your toons to Int/End or Str/Dex or some other magical combination, or don't bother with crafting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    As a Dex/Ego main - one of the combinations that can still slot all 9 slots with some form of bonus relevant to me, I will admit that the last few days I've actually been leaning towards stacking my Dex/Ego less than I was.

    At the moment my Defense slots are all specialist armors (either Plated or Grounded with +50% energy/paranormal/crushing/elemental resists on the primary) and my Utility Primary is a Stabilized Willpower item (knockback/up/down resist and hold/stun/confuse resist). My Utility secondaries are all +Pre and +Ego (+22 and +18 total) from the Nemesis vendor.

    I'm doing better than I was with all Dex/Ego gear.

    Obviously this doesn't help people who have stats that just don't exist on Offensive slots and can't even pump their Superstats to the 32% cap but I will admit that the crafting change is nowhere near as bad as original made out.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Antiproton wrote:
    Guys, the stats have always been limited to specific slots, we had a bug where the custom stuff wasn't being properly limited, but every single mission reward, every single Nemesis and Unity and PVP Upgrade, every single fixed stat crafted item, etc. has the correct slots on the stats, etc. You are able to get to the correct max stat values with those layouts, that's what the game was designed around.
    I have 400 arms, 360-ish mysticism, and a 300 science (waiting for 31 with a pile of stuff in the bank to deconstruct). I can mail items between characters if one skill fits another character better.

    I am not using a single crafted item other than bags and consumables. If the intent was to make crafted items worthless, then it's working as intended. If not, then something is seriously wrong. I have dropped (non-quest) greens with more appropriate stats (for my character) of higher value than the blues I can make with any character in any specialization, so unless science is supposed to be perfect for everyone, crafting is crap.
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