I was used to craft leadership on all my characters. Now that it's gone I don't know what profession to choose and if they are worth the effort. Before this new crafting system the other professions sucked.
So my question is: is this new crafting worth? and if so, what profession shall I choose?
Thanks in advance.
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RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
The issue is more with lower-level, non-masterwork items. They will not sell well, and the cost of making them would seem somewhat, well, excessive in some cases. Then again, that's pretty much how it was before. Apart from using Leadership for RP, professions were mostly used to make a few Masterwork weapons and armors, jewels and such and maybe some pants and shirts...that's it. (well, OK, also crates for guild donations, but that's a separate issue) So, really, nothing fundamental has changed regarding what people craft.
i had tons of mats ,now i can exchange it for, new HAMSTER ??
serious ?,well.
i guess its time to clean 46GB from my game SSD in that case.
Also the removal of being able to buy normal crafting supplies from the SH buildings (bloomery etc) makes guild marks much less useful, so again guilds get killed off.
Note to devs, making us spend a vast amount of ADs to buy back stuff we already earned is NOT cool.
Also changing the commissions at reset is horrendous, means I can't make multiple items overnight and then turn them in when I get up.
Before leadership was fine, but now getting RP is just so cumbersome that it's really not worth the time and efort.
Unless you going for masterworks, you can just forget this system even exists imho.
(that's 1m AD with professions alone, on top of the 100K RAD daily refine)
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
Meh.
What's with this site you can't post gifs?It's just the mad cat gif btw,no need to click if you know it. media/Nrl65xdV70qze/giphy.gif .The greediest HAMSTER I have seen out of this game so far and I been playing since the day it came out.You dig your own grave.
Join my guild Valindras Fear GH20 Marketplace 9 Stable 9 Barracs 9 Explorer Guild 9
As far as killing guilds, it's not the workshop upgrade that will kill guilds; it's both the lack of high donation value craftable items for categories such as Gems and Surplus Equipment, and the number of steps required to make things like Crates of Transmuted Gold. I've already worked out that there are 15 to 20 steps required to make Crates of Transmuted Gold. Quite honestly, guilds that have the resource production necessary to bring the Assayer and Gemcutter to the SH and the members willing to tend those structures regularly to prevent them sitting full for long periods will be just fine. Epic gear that could previously be salvaged can be donated for 810 Surplus Equipment per each. Rare gear that could previously be salvaged is pretty much vendor junk now because it's only worth 20 Surplus Equipment per each. With only my wife and I running epics and donating the purple gear we get, we've already contributed about 5k Surplus Equipment in just two nights of doing randoms and a couple of epics per night. At that rate, I don't see my guild dipping into the 800k surplus equipment I have in crates in the bank any time soon. Similarly, guilds with even more active members than my guild has should have little trouble with this category of resource, either. It's low level guilds and guilds with casual or very casual membership that will suffer the most. I think anyone starting a guild now is either rich, crazy, or both. This is not actually true. The base cost (before commission modifiers) to do the Crates of Transmuted Gold task and all the sub-tasks that give you the resources necessary to finally run the Crates task is just over 7g. Granted, the return on that investment - especially when you consider there are 15 to 20 steps (depending on how you count them) in order to actually make the crates - is very low since the value of crates of gold is still just 5g per crate and you get three crates from the task. So you get back a little more than double the cost to actually do everything required to make them. Of course, if you have artisans with low commission modifiers, you're strategic in which ones you use, and you plan ahead for your guild's needs, you could get the crates made for (at minimum) 1/4 of the base cost - or just under 2g. Also, if you use artisans that have either a high percentage chance at "Dab Hand" or the skill that negates commission cost, then you can bring your costs down even further. "Dab Hand" will sometimes give you a second result with no associated commission cost. Yes, you could use artisans that have 150% or 200% commission costs. If you do, then of course you'll never break even. However, the only people who will make that choice will be those who don't take the time to analyze the costs for all the tasks. As you can see, I've already broken it down, including doing the division necessary for things such as having to use 13 out of 24 Gold Sand to produce the crates.
The only other things you can use professions for when it comes to guild donations are crates of astral diamonds and "Profession Resources" (formerly called "Labor"). The problem with Profession Resources is that you cannot donate any high quality items to the guild. So unless you've got low level adventurers, you can't just send them out to gather Copper Ore and provide relative heaps of Profession Resources for very little gold. On top of that, things like Oak Logs where you can get the Focus stat low enough to mostly avoid high quality results are almost 49 times more expensive than Copper Ore (in terms of gold cost to produce) and Oak Logs have only 3/4 of the value of Copper Ore (in terms of how many units of Profession Resources you get). Here's a link to my post on the preview thread where I go into this in-depth: https://forum.arcgames.com/neverwinter/discussion/comment/13062093#Comment_13062093
EDIT: Per today's patch notes!
"It is now possible to donate High-Quality materials to the Stronghold for Professions Supplies credit. However, High-Quality materials don't provide a bonus for this donation."
Let the rivers of copper flow!!!!!!!!!!!!!!
I used all 3 of my "Legacy" purples for my Alchemist character, 'cos well, you can't run multiple professions anymore on one toon as it's not cost effective, unless you have 70s in all the professions, which I don't. Each purple "Artisan" has at least a speed decrease of 50% and 1 has a cost INCREASE of 150%. So, to use a purple Artisan, it costs MORE and takes LONGER. That's ridiculous! The whole PURPOSE of having Tier 3 Assets was to reduce time and cost. Out of all 8 of my toons, I made sure to get 1 purple for their "main" profession (only to get screwed on a couple, 'cos they wouldn't let me SEE my old levels and my dumb HAMSTER didn't write them down before the patch) and only ONE has a reduced speed of a whopping 25%. Every single one is either 0 or 25% and higher. I have Common Artisans that give me better results, but if I WANT the "high quality" components, I NEED the higher tier Artisans.
Plus, I'm not about to drop 5 bucks for ONE Artisan that's more than likely going to be another common.
I can't believe they managed to drag me back in and get me to spend money again, 'cos of Ravenloft. I left before Strongholds even came out, only to come back to a Level 1 Stronghold, a dead guild, a salvage nerf and professions gutted......