why not add as new kind of mastercraft?, for example ilyubrien masterwork vol. I and vol. II so you don't have to deal with older masterwork recipies an they use old ingredients and new ingredients only for this first 2 volumes
@nitocris83 can you pass this idea to the team, this idea would be good to keep new player interested in the new masterwork and not have to go into the time consuming v1 to v4 of the older masterwork questline, because you guys did amazing on fastening the leveling experience for new players, now is the time to introduce a fresh new kind of masterwork to keep new players interested in it, and older masterwork volumes an option if the new player want to go into it(they will for sure in some cases for alquimy)
Please increase the available slots in the crafting / materials bag. There is already an issue with not enough slots for materials needed for master crafting and introducing new crafting materials will make this situation worse. Thanks.
Please increase the available slots in the crafting / materials bag. There is already an issue with not enough slots for materials needed for master crafting and introducing new crafting materials will make this situation worse. Thanks.
Or perhaps a backup storage area in the workshop for ingredients?
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Also please increase the size of the crafting material bags, even if you make us have to pay for the increases, we really need more space to hold materials!
Don't forget to have a good night.
Post edited by nullify#8067 on
3
greywyndMember, NW M9 PlaytestPosts: 7,150Arc User
If you weren't dead set on tearing the game apart the masterwork resources would be a non-issue.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
Please increase the available slots in the crafting / materials bag. There is already an issue with not enough slots for materials needed for master crafting and introducing new crafting materials will make this situation worse. Thanks.
This 1000 times over! I regularly run out of slots on live doing masterwork stuff, the bag is far, far too small to add more levels of masterwork professions (and their associated ingredients).
Feedback: The Old Materials source of Material Exchange Credits is dying off because hardly any players open older lockboxes anymore. One idea to clean up old resources in the crafting/materials bag would be to be able to exchange the lesser used Explorer Map resources, to the workshop hireling for Material Exchange Credits. Stuff like Ebony Logs and Snowhare Wool, is almost worthless. And yet, we're reluctant to dump it because who knows what it might be good for in the future.
Bug: After reaching level 20 on two separate professions I still do not get the quest from my retainer to start upgrading my workshop. The Master of Coin/Artisan in the SH are also not offering masterwork quests.
Feedback: The masterwork tools you get as levelling rewards are currently worthless and have lower proficiency and focus than is realistically needed to craft the materials needed to earn them. Could these be buffed at least to the level of cobalt tools with a little bonus so that they don't just become something that can't even be discarded taking up inventory space?
There seem to be hidden modifiers behind the rng on professions. I have gotten +1 items with 0% chance on focus and failed 15 times in a row with 85% proficiency. Can these please be looked into during the rework to make sure that what the game is telling us is true to our chances to craft.
I know it's been said a million times but material storage is a real problem. Is there any way a materials bank could exist in the workshop so we don't have to mail materials between characters? Maybe turn the workshop into a pocket dimension, there could be a fun quest around unlocking it.
This one is just a small thing, but there's no quest marker or journal entry around hiring Karmela and most veteran players I've spoken to in game didn't even know you could. It's a shame as a free epic artisan really helps out early on.
/Bug: The quests for obtaining the new mastercraft-levels present a new problem: To get the recepies, you have to craft stuff that is only craftable when you already have the new recepies ... thats a simple " hole in the bucket"- problem. Easily solved. You should ask the artisans to build something they already are able to build. (like mastercraft 5, OR as suggested Level 20-Gear).
Bug: Masterwork quests are now being given by the Artisan, but there is still no quest or option to upgrade the workshop.
Feedback: Can more items be added to the masterwork section in the Wondrous Bazaar? Masterwork was designed to take an incredibly long time to complete and it will be impossible to farm charts to even get to Masterwork V to test before the new mod drops. I don't see how meaningful feedback can be provided if only a tiny percentage of players even have the ability to test.
Thank you all for the continued feedback. First off, we want to apologize for the quests not being granted by the artisan. The community called this one and indeed, there was an expression buried in the requirements that looked for the character's level - it was looking for the crafting level (which is why it was overlooked) but a level nonetheless. Thanks again for being vocal about this and we are glad we could get this fixed.
We will also be taking time this week to review the crafting tools and quests to ensure there are no blockers in that progression. There will also be a push to get more materials added to the test store. As always, we continue to read all your feedback and will investigate the things we can add or change where possible. Any changes to professions will be posted in this thread, so stay tuned.
/Bug: The quests for obtaining the new mastercraft-levels present a new problem: To get the recipes, you have to craft stuff that is only craftable when you already have the new recipes .... You should ask the artisans to craft something they already are able to craft. (like mastercraft 5.) For instance... the quest, "Armor? I hardly know her!" (armorsmithing) asks for Darksteel Cuirass of the healer... which we can't see the recipe for.
I have Workshop 4. When in the Workshop office and using zen to buy a crafts person, I discarded a lower [aka white] crafts person to make room for a new one, hoping for either a blue or purple, only to pay for and receive the exact person I had just removed. Not going to waste zen on that one again unless we can be assured of an upgrade/better than white.
Bug: To get the recepies for Mastercraft 6 we are asked to produce things out of said Mastercraft 6 recepies.
This is like: To climb up a tree, first: be on a tree...
It does not work (i feel i need to emphasize on this one in other words than before, because i did not see the problem mentioned above in the sum-up posted by @nitocris83
(And i myself can not make this text become red! ARGH!)
As in every MW update I tested a new toon from no MW to the end of MW on preview. Unlike the last MW update this time it did not get broken and I could finish. Things I noticed:
- MW1 and MW4 for alchemy use the old names of the potions. Since this is the 5th time going from no MW to max in preview I already know which ones it uses but for a new player it will be confusing. If I remember right alchemy MW4 quest asked for rank8 potions while needing the rank 2 and the MW1 required the rank0 potions.
- I did not go out of my way to test every single tool but I believe only some the MW tools are affected. As shown in the image below I can't equip any of the tools from MW1 & MW2 quests while the ones from credits in chult work.
- If I remember correctly this is an old bug but while doing titansteel nails I proved that half-orcs can't count to 6
I'm actually glad since I did not have enough mats to produce many nails and getting 16 instead of 6 was perfect.
- There has been a bug since the artisans were released that when you have 0% focus you can still get +1 items which is good if you are a seller but annoying if you trying to unlock MW. This time I had a hell of a time or at least a very very unlikely series of event in which a 83% proficiency craft with 15% focus resulted in 6 failures and 4 +1 while trying to make a regular quality item for the MW4 quests. It's my believe that there is something happening on focus calculation. Taking out alchemy since I rage-deleted the +1 potions then I needed 6*3=18 items for the MW quests not being +1 and I got as the picture shown below 21 +1 and a lot of failures while using really really low focus values until I managed to finish all quests.
My rate of getting +1 was so high that I had to mention the 0% focus bug since it could be related.
- I tested the Chasm and Ice peak charts and all nodes could be retrieved but some of them are annoying since now mobs will attack you unlike when you were level 80. I tested the Sharandar - Ruins chart and 1 of the nodes as reported before is shown on the mini-map while having the quest pathing taking you to a different places and there is no resources in either of the two places so I still have the chart uncompleted at 5/6. I can't test the other 2 charts since I don't have the zones unlocked but a pack with currency or a token to unlock those zones would be nice.
- After talking with Bronzepin we acquired the MW6 quests but as mentioned by others seems to me that they have incorrect requirements. For the MW6 quests we are asked for items that are not currently available in our craft list. If we follow the pattern of MW1 & 4 then the MW6 quest should use recipes from MW5 or lower then the quests for MW7 should use materials from MW6. If we follow the pattern MW6 should contain only materials therefore these items could only be MW7 equipment if anything as requirement to unlock MW6.
- Friendly reminder that artisans used to go up to prof/focus 450 and now they go up to 436. Lv80 is a multiple of 20 so there should not have been any issue scaling it up besides some silly counting error like using a loop starting at i=1 instead of i=0. It could be intended and if so then boo.
- Not sure if a bug but alkali/tincal went down to 1000gm on the atelier while salt-marsh crystal was added at 2000gm which was the old price point of alkali/tincal. With this lowering of the price I expected coke, red rouge, tanner's liquor, and potash to go down to 1000gm from 2000gm but they still have the old price.
Suggestions: - Can we put the missing masterwork material in the worn toolbox in the workshop? The issue with the bazaar is that it's cluttered already with many tabs already and they will get removed eventually. The debug toolbox in the workshop has a ton of materials already. I was in a serious need of alum, lacquer branches, adamantine sand, manticore hide/mane, fartouched, etc
- Related but can we put sliders up to 999 for the MW items in the bazaar and well I doubt it would be fixed but some in the worn toolbox in the workshop like black opals still sell 1 by 1. I'm happy that they are added but it's painful to get many.
- Also can we rework the crafted item object to add a variable that is the same for the +0 and +1 and link that identifier to the MW4 quests? The MW4 quests should seriously either accept +0/+1 or let me downgrade +1 equipment to +0 only if unbound to avoid accidents. Getting 21 +1 plus a ton of failures to finally get 18 regular ones was frustrating to say the least. Selling those in the AH is not really a good solution due to supply/demand. If anything I would prefer to give my workshop retainer something to do and gift her a hammer so she destroy/disassembles those items and returns a portion of the materials used.
Please increase the available slots in the crafting / materials bag. There is already an issue with not enough slots for materials needed for master crafting and introducing new crafting materials will make this situation worse. Thanks.
This 1000 times over! I regularly run out of slots on live doing masterwork stuff, the bag is far, far too small to add more levels of masterwork professions (and their associated ingredients).
This. All materials needed to craft take a lot of space. It would be good to at least double that space, so we can collect more materials.
And while it's not related to masterworks only, please consider adding option to craft items in bulk when using morale. Even if morale cost is 40 it's still tidious to do anything on larger scale using that method. It might be handled the same way it's done when placing orders in non-morale way, just make it drop in delivery box if needed.
As in every MW update I tested a new toon from no MW to the end of MW on preview. Unlike the last MW update this time it did not get broken and I could finish. Things I noticed:
- MW1 and MW4 for alchemy use the old names of the potions. Since this is the 5th time going from no MW to max in preview I already know which ones it uses but for a new player it will be confusing.
Le Sigh - This was already fixed on live and its SUCH A PAIN and reoccuring ALL THE TIME since the overhaul that was like HUNDRED YEARS AGO.
- bye bye -
0
arbitrarityMember, NW M9 PlaytestPosts: 96Arc User
edited June 2021
Possible bug around prerequisites: - I have MW4/5 Armorsmithing recipes unlocked via the Express Mail and A Reel Catastrophe armorsmithing quests. This does not unlock the MW6 armorsmithing quest. I had to finish In the Heat of the Knight and the subsequent quest.
Possible bug around prerequisites: - I have MW4/5 Armorsmithing recipes unlocked via the Express Mail and A Reel Catastrophe armorsmithing quests. This does not unlock the MW6 armorsmithing quest. I had to finish In the Heat of the Knight and the subsequent quest.
what do you mean "in the heat of the knight"? so far it seems we need to craft the MW6 items... to open the MW6 items.
Doesn't look like lvl 6 recipes are available anywhere. And thats the only way to make the lvl 6 requirements, to get lvl 6 recipes. So doesn't appear fixed. I abandoned quests to try and see if refreshed, it might give an update. No luck.
0
arbitrarityMember, NW M9 PlaytestPosts: 96Arc User
what do you mean "in the heat of the knight"? so far it seems we need to craft the MW6 items... to open the MW6 items.
Yeah, that's also a problem, but is fairly obvious, and has been reported several times.
I mean that I can't start the quest to unlock MW6 Armorsmithing recipes (by crafting MW6 items, which is impossible atm) without finishing the Armorsmithing (previously Platesmithing) MW5 quest ("In the Heat of the Knight" and follow-up), even though I can craft MW5 Armorsmithing items, from finishing the Armorsmithing (previously Mailsmithing) MW5 quests ("Express Mail" and "A Reel Catastrophe").
I hope it's not intended that I need to unlock MW5 Armorsmithing effectively twice on the same character for MW6/7. It's not cripplingly inconvenient, but it is annoying and costly.
Logged on preview after patch, still don't see lvl 6 recipes available from artisan, in sharandar, or in workshop. From post last week, made it sound like it was bugged, but then fixed. Can we make it so lvl 6 recipes are obtainable from the bazaar on preview if lvl 5 is complete?
Help Has anyone managed to advance in the MW 6 quest? i took two quests in sharandar that asks to craft things but i don't have access to these items in the workshop.
Feedback Is it really that even with a level update and new recipes coming in will continue to leave the level 80 items, which will be level 20 after att, being better than the MW items? The evolution logic is that the level 19-20 revenues are lower than the MW 1 revenues, as well as the MW revenues are lower than the MW2 revenues.
In the Alchemy profession only the names of the potions were modified. potions that are called rank 8 in the live are rank 2 in the preview, even need to update the MW 4 quest that asks to craft rank 8 yet, but when making rank 2 is working, just typing problem. However in practice the 19-20 revenues are higher than those of MW 1 and it's been a long time in all professions since the M16 arrived with the increase of the maximum level to 80. Now is the time to solve this problem. it doesn't make sense to have 19-20 revenues being higher than MW5 revenues, it just doesn't make sense. Is the only incentive to release MW revenues just to get to the new 6 and 7 MW? Are we going to keep it working the wrong way?
The tools, my god, the tools are totally disproportionate as are so many items. I've always been a big user of profession systems in games, it's an area I've always liked, but since the M16 came along we've been a mess with it all. The frustration of receiving each new weapon when moving forward with the MW and realizing that it is MUCH inferior to a basic 19-20 recipe weapon, the frustration is immense, completing the MW5 cookbook and seeing your epic tools is such a pleasure that disappears shortly thereafter when we realize that such tools have proficiency and focus status at 500, while the cobalt tools from the 19-20 recipes have 575, even the gond artifact tool that was once a big highlight for the profession, now are almost the same as cobalt tools.
an appeal @nitocris83 Please don't leave it at that, we've been very patient waiting over 2 years since the profession was messed up in the M16, and to see that even with all the changes planned for the M21 we won't have a resolution for these issues is a very sad thing for everyone .
I would like to highlight that masterwork really does not age well - especially for players starting from scratch, but in any case it leads to ridiculous and frustrating experience.
Lets have a look at current situation on live server. For example, MW IV asks you to return weapons and armours without +1 suffix. You can downgrade only materials, not products. All those requested items are crafted from resources rare to drop in areas not populated enough, so one attempt to craft the item can climb to scary AD price. And your chance to get desired result is at best 1/3, because the chance for success is usually roughly on par with the chance to get the +1 variant. (e.g. 2/3 chance to craft anything and 2/3 that the result is useless +1 item) In summary you mostly get a failure or a completely worthless +1 item. The only exception of MWIV worthlessness are weapons, because +1 weapons can be sometimes sold for a hundred of thousand AD or so, (the ordinary variant - needed for MW task - over one million,) but that is the best case scenario. (it is lovely to see that for example the task potion is selling on AH for price 3 digits higher than its +1 variant)
The MW ladder is quite frustrating experience, you are asking people to spend crazy amount of resources for an ability to craft worthless items - and again - and again - and again - and again - and after all those struggles here might be something potentially useful, but certainly not the best. Great. I mean, I saw people eager to start MW, but it is a long time since I met someone who did not give up way before reaching the current highest tier. Usually people realize that spending a hundred million AD on AH to upgrade their char is safer for their sanity than spending such wealth on a part of game with a rather twisted effort/reward ratio.
All those who have the current level of Mastercraft have spent millions in other ways. The amount of AD on the server is very high. Right now a person progressing can use Level 80 artisans which have better stats. It is much easier now to complete MW than it was in the past. It needs to be difficult. If not then it should not be called Mastercrafting. If anyone can make the newest end game items the reasoning behind getting BIS artisans etc would be pointless.
All those who have the current level of Mastercraft have spent millions in other ways. The amount of AD on the server is very high. Right now a person progressing can use Level 80 artisans which have better stats. It is much easier now to complete MW than it was in the past. It needs to be difficult. If not then it should not be called Mastercrafting. If anyone can make the newest end game items the reasoning behind getting BIS artisans etc would be pointless.
I think you are right at 100%. MW MUST BE difficult and expensive. Only one thing.... maybe could be better if it is not bound to be in a guild.... or also doable if you are not in a guild.
Comments
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Also please increase the size of the crafting material bags, even if you make us have to pay for the increases, we really need more space to hold materials!
Don't forget to have a good night.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
One idea to clean up old resources in the crafting/materials bag would be to be able to exchange the lesser used Explorer Map resources, to the workshop hireling for Material Exchange Credits. Stuff like Ebony Logs and Snowhare Wool, is almost worthless. And yet, we're reluctant to dump it because who knows what it might be good for in the future.
Feedback: The masterwork tools you get as levelling rewards are currently worthless and have lower proficiency and focus than is realistically needed to craft the materials needed to earn them. Could these be buffed at least to the level of cobalt tools with a little bonus so that they don't just become something that can't even be discarded taking up inventory space?
There seem to be hidden modifiers behind the rng on professions. I have gotten +1 items with 0% chance on focus and failed 15 times in a row with 85% proficiency. Can these please be looked into during the rework to make sure that what the game is telling us is true to our chances to craft.
I know it's been said a million times but material storage is a real problem. Is there any way a materials bank could exist in the workshop so we don't have to mail materials between characters? Maybe turn the workshop into a pocket dimension, there could be a fun quest around unlocking it.
This one is just a small thing, but there's no quest marker or journal entry around hiring Karmela and most veteran players I've spoken to in game didn't even know you could. It's a shame as a free epic artisan really helps out early on.
Bug
Still cant start masterwork after the patch, as it says I need to be level 70 in a profession to start.BUG.
Feedback: Can more items be added to the masterwork section in the Wondrous Bazaar? Masterwork was designed to take an incredibly long time to complete and it will be impossible to farm charts to even get to Masterwork V to test before the new mod drops. I don't see how meaningful feedback can be provided if only a tiny percentage of players even have the ability to test.
Thank you all for the continued feedback. First off, we want to apologize for the quests not being granted by the artisan. The community called this one and indeed, there was an expression buried in the requirements that looked for the character's level - it was looking for the crafting level (which is why it was overlooked) but a level nonetheless. Thanks again for being vocal about this and we are glad we could get this fixed.
We will also be taking time this week to review the crafting tools and quests to ensure there are no blockers in that progression. There will also be a push to get more materials added to the test store. As always, we continue to read all your feedback and will investigate the things we can add or change where possible. Any changes to professions will be posted in this thread, so stay tuned.
Bug:
(And i myself can not make this text become red! ARGH!)To get the recepies for Mastercraft 6 we are asked to produce things out of said Mastercraft 6 recepies.
This is like: To climb up a tree, first: be on a tree...
It does not work
(i feel i need to emphasize on this one in other words than before, because i did not see the problem mentioned above in the sum-up posted by @nitocris83
"
" does not work for meRed Coloured Text
- MW1 and MW4 for alchemy use the old names of the potions. Since this is the 5th time going from no MW to max in preview I already know which ones it uses but for a new player it will be confusing. If I remember right alchemy MW4 quest asked for rank8 potions while needing the rank 2 and the MW1 required the rank0 potions.
- I did not go out of my way to test every single tool but I believe only some the MW tools are affected. As shown in the image below I can't equip any of the tools from MW1 & MW2 quests while the ones from credits in chult work.
- If I remember correctly this is an old bug but while doing titansteel nails I proved that half-orcs can't count to 6
I'm actually glad since I did not have enough mats to produce many nails and getting 16 instead of 6 was perfect.
- There has been a bug since the artisans were released that when you have 0% focus you can still get +1 items which is good if you are a seller but annoying if you trying to unlock MW. This time I had a hell of a time or at least a very very unlikely series of event in which a 83% proficiency craft with 15% focus resulted in 6 failures and 4 +1 while trying to make a regular quality item for the MW4 quests. It's my believe that there is something happening on focus calculation. Taking out alchemy since I rage-deleted the +1 potions then I needed 6*3=18 items for the MW quests not being +1 and I got as the picture shown below 21 +1 and a lot of failures while using really really low focus values until I managed to finish all quests.
My rate of getting +1 was so high that I had to mention the 0% focus bug since it could be related.
- I tested the Chasm and Ice peak charts and all nodes could be retrieved but some of them are annoying since now mobs will attack you unlike when you were level 80. I tested the Sharandar - Ruins chart and 1 of the nodes as reported before is shown on the mini-map while having the quest pathing taking you to a different places and there is no resources in either of the two places so I still have the chart uncompleted at 5/6. I can't test the other 2 charts since I don't have the zones unlocked but a pack with currency or a token to unlock those zones would be nice.
- After talking with Bronzepin we acquired the MW6 quests but as mentioned by others seems to me that they have incorrect requirements. For the MW6 quests we are asked for items that are not currently available in our craft list. If we follow the pattern of MW1 & 4 then the MW6 quest should use recipes from MW5 or lower then the quests for MW7 should use materials from MW6. If we follow the pattern MW6 should contain only materials therefore these items could only be MW7 equipment if anything as requirement to unlock MW6.
- Friendly reminder that artisans used to go up to prof/focus 450 and now they go up to 436. Lv80 is a multiple of 20 so there should not have been any issue scaling it up besides some silly counting error like using a loop starting at i=1 instead of i=0. It could be intended and if so then boo.
- Not sure if a bug but alkali/tincal went down to 1000gm on the atelier while salt-marsh crystal was added at 2000gm which was the old price point of alkali/tincal. With this lowering of the price I expected coke, red rouge, tanner's liquor, and potash to go down to 1000gm from 2000gm but they still have the old price.
Suggestions:
- Can we put the missing masterwork material in the worn toolbox in the workshop? The issue with the bazaar is that it's cluttered already with many tabs already and they will get removed eventually. The debug toolbox in the workshop has a ton of materials already. I was in a serious need of alum, lacquer branches, adamantine sand, manticore hide/mane, fartouched, etc
- Related but can we put sliders up to 999 for the MW items in the bazaar and well I doubt it would be fixed but some in the worn toolbox in the workshop like black opals still sell 1 by 1. I'm happy that they are added but it's painful to get many.
- Also can we rework the crafted item object to add a variable that is the same for the +0 and +1 and link that identifier to the MW4 quests? The MW4 quests should seriously either accept +0/+1 or let me downgrade +1 equipment to +0 only if unbound to avoid accidents. Getting 21 +1 plus a ton of failures to finally get 18 regular ones was frustrating to say the least. Selling those in the AH is not really a good solution due to supply/demand. If anything I would prefer to give my workshop retainer something to do and gift her a hammer so she destroy/disassembles those items and returns a portion of the materials used.
And while it's not related to masterworks only, please consider adding option to craft items in bulk when using morale. Even if morale cost is 40 it's still tidious to do anything on larger scale using that method. It might be handled the same way it's done when placing orders in non-morale way, just make it drop in delivery box if needed.
- I have MW4/5 Armorsmithing recipes unlocked via the Express Mail and A Reel Catastrophe armorsmithing quests. This does not unlock the MW6 armorsmithing quest. I had to finish In the Heat of the Knight and the subsequent quest.
I mean that I can't start the quest to unlock MW6 Armorsmithing recipes (by crafting MW6 items, which is impossible atm) without finishing the Armorsmithing (previously Platesmithing) MW5 quest ("In the Heat of the Knight" and follow-up), even though I can craft MW5 Armorsmithing items, from finishing the Armorsmithing (previously Mailsmithing) MW5 quests ("Express Mail" and "A Reel Catastrophe").
I hope it's not intended that I need to unlock MW5 Armorsmithing effectively twice on the same character for MW6/7. It's not cripplingly inconvenient, but it is annoying and costly.
Has anyone managed to advance in the MW 6 quest? i took two quests in sharandar that asks to craft things but i don't have access to these items in the workshop.
Feedback
Is it really that even with a level update and new recipes coming in will continue to leave the level 80 items, which will be level 20 after att, being better than the MW items? The evolution logic is that the level 19-20 revenues are lower than the MW 1 revenues, as well as the MW revenues are lower than the MW2 revenues.
In the Alchemy profession only the names of the potions were modified. potions that are called rank 8 in the live are rank 2 in the preview, even need to update the MW 4 quest that asks to craft rank 8 yet, but when making rank 2 is working, just typing problem. However in practice the 19-20 revenues are higher than those of MW 1 and it's been a long time in all professions since the M16 arrived with the increase of the maximum level to 80. Now is the time to solve this problem. it doesn't make sense to have 19-20 revenues being higher than MW5 revenues, it just doesn't make sense. Is the only incentive to release MW revenues just to get to the new 6 and 7 MW? Are we going to keep it working the wrong way?
The tools, my god, the tools are totally disproportionate as are so many items. I've always been a big user of profession systems in games, it's an area I've always liked, but since the M16 came along we've been a mess with it all. The frustration of receiving each new weapon when moving forward with the MW and realizing that it is MUCH inferior to a basic 19-20 recipe weapon, the frustration is immense, completing the MW5 cookbook and seeing your epic tools is such a pleasure that disappears shortly thereafter when we realize that such tools have proficiency and focus status at 500, while the cobalt tools from the 19-20 recipes have 575, even the gond artifact tool that was once a big highlight for the profession, now are almost the same as cobalt tools.
an appeal @nitocris83
Please don't leave it at that, we've been very patient waiting over 2 years since the profession was messed up in the M16, and to see that even with all the changes planned for the M21 we won't have a resolution for these issues is a very sad thing for everyone .
Lets have a look at current situation on live server. For example, MW IV asks you to return weapons and armours without +1 suffix. You can downgrade only materials, not products. All those requested items are crafted from resources rare to drop in areas not populated enough, so one attempt to craft the item can climb to scary AD price. And your chance to get desired result is at best 1/3, because the chance for success is usually roughly on par with the chance to get the +1 variant. (e.g. 2/3 chance to craft anything and 2/3 that the result is useless +1 item)
In summary you mostly get a failure or a completely worthless +1 item. The only exception of MWIV worthlessness are weapons, because +1 weapons can be sometimes sold for a hundred of thousand AD or so, (the ordinary variant - needed for MW task - over one million,) but that is the best case scenario. (it is lovely to see that for example the task potion is selling on AH for price 3 digits higher than its +1 variant)
The MW ladder is quite frustrating experience, you are asking people to spend crazy amount of resources for an ability to craft worthless items - and again - and again - and again - and again - and after all those struggles here might be something potentially useful, but certainly not the best. Great.
I mean, I saw people eager to start MW, but it is a long time since I met someone who did not give up way before reaching the current highest tier. Usually people realize that spending a hundred million AD on AH to upgrade their char is safer for their sanity than spending such wealth on a part of game with a rather twisted effort/reward ratio.