Hello
@cryptic39#8917 @percemer @ambassadorkael#6946 here I would like to give some feedbacks about actually Menzoberranzan Masterwork.
Like Sharandar ones, also here we have some items which are absolutely out of line compared to other items, in terms of materials needed.
WEAPONS FOR CLASSES - For crafting the weapon set (main hand and off hand) one of the most important material is the SOUL BEAD, since it require a lot of expensive materials. Most of the weapons require at least 1 or 2 into craft processing, but there are some weapons which require more than others and this is not fair, like cleric weapons which require 6 soul bead or like rogue weapons which needs 3.
*Here a list of the soul bead needed for all the weapons*-Paladin (Shield 2 soul bead - Mace No soul bead)
-Figheter (Shield No soul bead - Longsword No soul bead)
-Bard (Lute No soul bead - Rapier 1 soul bead)
-Ranger ( Bow 2 soul bead - Picks No soul bead)
-Wizard (talisman No soul bead - Orb 2 soul bead)
-Barbarian ( Hammer No soul bead - Sword Knot 2 soul bead)
-Warlock ( Book No soul bead - Pactblade 2 soul bead)
-Rogue (Dagger 1 soul bead - Stiletto 2 soul bead)
-Cleric (Icon 2 soul bead - Symbol 4 soul bead)
So here the feedback about the weapons:
Remove the soul bead as materials needed for cleric OFF HAND (Icon)
Reduce the amount of soul bead from cleric MAIN HAND (at least 3, 2 would be perfect)
Remove the amount of soul bead from rogue MAIN HAND
Add soul bead into fighter weapons (1 or 2 in just one of the weapon)Another feedback on weapons and their appeal
In my opinion the current weapons are in a bad spot in terms of appeal, I mean they are good, 1900 IL, 200 damage added, and same bonus as old ones but is not enough to compete with the new weapons released in the current mods.
My suggestion for increase the appeal of the weapons is to buff the bonus they actually give (from actually 2% to 3% per stacks). Why? Because having the old weapons (the chultan or sharandar) don't make/feels any really difference for support classes, and dps already have better weapons than latest masterwork.
So yeah, imo increasing the buff from 2% to 3% and maybe make them 2000 IL normal version and 2100 the +1 would be better.
"The more I care for life, the more everything around me dies." AsteR (Barbarian) Mizzrym AsteR (Paladin Healer) AsteR Lezenfan (CW) Nahida AsteR (Bard healer)Carbonated AsteR (SW dps)
M22-M23 -M24-M25-M26 Alphatester
Official Content Creator Wizard Reworker
Comments
Also for those gear the appeal is pretty low mostly because they are giving ONLY rating, and nowadays people are trying to find ways to reducing their actually ratings, since most of the time they are already overcapped. Also new items from new dungeon and master trial have already a lot of ratings too.
I would like to suggest to change the bonus to be something like 50% splitted in rating and 50% splitted in percentages
EXAMPLE: Mastered Duergar Mercenary Gloves: When your health is 50% or more, your critical strike is increased by 10,000. When your health is below 50%, Critical avoidance is increased by 10,000.
Would be better imo if its: When your health is 50% or more, your critical strike is increased by 5,000 and 5%. When your health is below 50%, Critical avoidance is increased by 5,000 and 5%.
A change like this would help better these items in beeing interest, also because most of the items we already used, are mostly items with %s as bonus (ribcages, goristro helmets and so on)
I personally like the armor which gives actually AP gain and Stamina regen on back, and I wish to see more items with also the others utility stats aswell in the future
I honestly BELIEVE that's the SINGLE biggest reason why most NEVER got into Mastercraft. Still just the time it takes to gather, or convert all the materials which now (many) are very cheap & it still take a lot of time to upgrade various pieces.
It's likely why >95% of the Playerbase just doesn't even bother which is kind of a bit sad, given the EFFORT they put creating the system most largely ignore..
I have noticed every single time I try a new MW recipe out, even if my proficiently is 90% I always fail. Usually takes 2 or 3 times but then it seems to get much more successful after that. Maybe there is some maths going on that changes over time or it's programmed to have a high rate of fail the fist time. All I know is they aren't being totally honest with us.
I had that failed a few times. When I checked that closer, I had something like 1218/1219 and it showed 100% (because it was rounded up).
If I have less than 90%, I would not even try. With less than 98%, I expect 50% failure.
The ONE thing I never liked is while many do craft, vast majority mostly craft the low level items. It's just honest sad they don't have something like sell all unprotected gear, like they do with treasures!
People spend a lot of time, and sure it might make it easier to farm gold, it would also likely reduce the cost of it a bit as well. Especially if more got into Mastercraft...
*Just saying the obvious*
And yep this kind of thing is why I havent crafted in years. I loved the system, but the fail rate was madness.
I regularly craft common items with 95% proficiency and it does fail now and again, and probably one time in twenty. I expect it and I don't mind because the ingredients are cheap enough, it's OK.
Now if that was a masterwork item and I only had one attempt, and it failed, well, that's all my attempts gone (no more ingredients) and I feel like it never works.
That's not realistic though because with masterwork I find myself nearer 80% proficiency, or even 70% if I am trying for a +1 item with high focus, so I'm even more likely to be disappointed. Time to pray for the recycle skill to trigger!
I suggest it does basically work. Yes there might be a discrepancy between the calculation and the display (the rounding pointed out by plasticbat), but I think most of the disappointment comes from the limited number and cost of the attempts. It makes a failure feel much worse. Especially if you get that bitter success of an ordinary item when you were going for a +1.
This may not seem related but I think it may come down to how they do (technically) probability in NW. One time I was at a skill node with a 75% chance to work (meaning a 25% to fail). This means I should expect to fail 1 in 4 times. I failed 15 times in a row (I saved the video just so I could count out the times). If you look at the maths is this situation impossible? No. But it's extremely unlikely.
Streaks occur a lot, in the success and the fails.
When you get a fail, a second fail is likely. Just wait 1 min, change instance, or something. I dont know what thigs are used to get the seed of the random numbers, but success and fails are streaky. Not only in masterwork.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
It probably does give streaks of success as well. I did make two +1 masterwork weapons one after the other once... and there was a time I had three mythic results from opening four lockboxes in a row. And with skill nodes and treasure chests, sometimes I get loads of insignia within a few minutes.
- The Chult tools have less proficiency/focus than the previous tools available.
- New tools with higher proficiency/focus were not released with Sharandar (Mod 20).
- More than 2 years later players get a maximum of 25 additional proficiency/focus (600/600 total on tools) over the previous tools?
- +25/+25 translates into like 2% proficiency and 5% focus...
What exactly are these legendary tools supposed to do for Mastercrafting? 80% chance to 82%? Or is the 10% recycle/5% dab hand supposed to make up for those trivial increases after such a long time? Couldn't start at 600 and +1 to 625 right? The devs don't seem to cease with the ridiculousness...
Sure lower level crafting can get put over the hump though the new tools require unlocking various levels of Mastercrafting while providing lackluster benefit to Mastercrafting itself... Absolutely wonderful, pure genius...
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
The new +1 tools have the same proficency / forcus than the hammer plus a 10% recycle skill wich saves you materials in the long term.
It doesnt matter how much proficency you have, All the top items are balanced around 70-75% success rate wich is intended. If they make 1000 proficency tools some day, the items will require more so the percentage will remain.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
MC'ing for personal use? Maybe, then again it is essentially cheaper on AD/time to buy finished products off someone than to try and produce them yourself (unlocking MC'ing in the first place, leveling all professions, buying various MC recipes at 1kk+ AD each, etc). MC'ing for profit? There are much simpler ways to get AD without the costly risks inherent with MC'ing.
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
You don't make them, you buy them from the vendor after turning in commission items.
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen