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My issue with crafting

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
Well my issue.. is that no matter what part of crafting you choose.. you seem to get the same crap reguardless..
None of the sets for crafting seem to differ enough to make anyone more usefull per build than another or per play style...
there are just not enough items to craft.. enough high level or scaling items to craft that make it worth it to even bother..
why make a level 31 item with 3 int 3 con 3 pres.. when you can find a level 25 item with 7+ on each of thoes stats.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    /signed.... I am still using lvl 8 primary defense on a lvl 20 char, cause I haven't found and can't craft anything better. It gives me 10 more points of con and 10 more points of end than my level appropriate crafted items...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    The crafting system in this game needs a drastic overhaul, it really does.

    It is widely known and accepted that you can have all the Munitions skills you want, but Arms doesn't give you the stats you need. Rather than follow the logical choice of "I use guns and bombs i should probably know enough to build them", you end up having to go in to magic...

    The system needs a lot more variety and a lot more choices.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    My problems with the crafting system include:

    1. I've been locked out of growing my crafting for 2 levels because I capped my skill at 300 shortly after hitting level 28. The system design prevents me from increasing my skill cap above 300 until I'm level 31.

    2. My character that is currently level 30 with a skill of 300 has been doing missions in Monster Island since level 29. I can't access the crafting cache's in the area because they require a skill level of 301 to use. See number 1 for why I'm prevented from progressing above my skill above 300.

    3. The things I can craft are generally out performed by the items found in loot drops.

    4. I can craft items at my level that require me to be a higher level to use.


    A system that can do the above seems a bit whacky to me.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Yeah, crafting is one of the weakest parts of the game.

    My problems include (many repeated from previous post but worth emphasizing:

    Lack of thematic links. The stat bonuses for each "school" were given out seemingly willy-nilly. Like someone else said, it's ridiculous that a Munitions character who specializes in Ordnance gets screwed. It's really idiotic. They have three specialties per school, why not break the bonuses among the specialties evenly so you can get any stat bonus depending on the particular specialty?

    The Mysticism healing items. Probably one of the worst ideas in game design ever. You give the school where characters are least likely to have high Con levels, and give them a healing item that will inflict hundreds if not over 1K points of damage 30 seconds after you use them? In a game where there is very little no down time, so chances are 30 seconds after you used the item you will be in combat again, not exactly the best time to get 800 points of unresisted damage. Whoever came up with that idea is a sadistic twit that should be sentenced to 10 years of constantly listening to slowed-down Rush Limbaugh reruns.

    The level requirements: Imho they should be dropped by 1 level across the board. Not a huge deal (you can always bank the items until you make level) but it would be a QOOL improvement, and don't see any major downside.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    In time crafting should become more.. "important" than it is now,so keep at it.

    I also belive you need crafting to reach the damage caps at lvl 40.

    I could be way,off but just in case craft to 400.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    In time crafting should become more.. "important" than it is now,so keep at it.

    I also belive you need crafting to reach the damage caps at lvl 40.

    I could be way,off but just in case craft to 400.

    Nop, incorrect. A lvl40 primary blue item with one stat gives 72 "stat". So, it's easy to hit the hard cap.

    However, if your super stats are like END/INT, you have a problem. GL
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    In time crafting should become more.. "important" than it is now,so keep at it.

    I also belive you need crafting to reach the damage caps at lvl 40.

    I could be way,off but just in case craft to 400.

    Nope... drops, unity, and nemesis will always have something better than you can craft right now, between them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Current Issues Myself:

    1. Lack of Description: As someone pointed out if you are munitions it should be a no-brainer to go arms, but you are forced to go Mysticism for the stats you need. Really want to see hard-core plain and simple stuff stating "Mutation in Science Does X, Y, Z stats".

    2. Crafting Nerf Undone: I don't know what recently happen *Well I kinda know*, but i'm getting 10x less components than I like. To me this is how things should stack up:

    A. Blue Rare Component On Research: You get the full amount of the blue rare since these are rare.
    B. Green Semi-Rare Component: You should get 75% to 80% of the amount of what is promised.
    C. Yellow Component: Should get atleast 50% of the components that are promissed.
    D. White Component: Should get 25%-30% of the components promised.

    3. Useful Items: Right now there are items i'm seeing that arn't used or are point blank too weak to use as others have stated. These need to be overhauled and we need to see a balance between crafted materials vs looted materials.

    4. UI Overhaul: Really want to see the UI menu redesigned so it is more appealing to the eye. *I'll cook up an idea of what i'm talking about*.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    My main has 380 skill in Arms, almost never do I get anything better then I can craft, lair drops might be the exception. I agree that the general crafted stuff is just ok but the custom items when you bump them up into the rare catagory are almost always superior to what I find from drops or missions rewards.

    The problem lies in the fact that they require so much material to craft that I rarely want to make more then a few every 5 levels.

    Now don't get me wrong here, while I think they usually are superior to what you can get in most drops that doesn't mean that I think they're great either.

    Crafted items do need improvement however it's far from as bad as most make them sound.
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