This is simply not true at all. There are plenty of ways to make crafting rewarding and interesting without ruining the concept of BiS. One thing that doesn’t work at all, is making people feel like they flushed their hard earned resources down the toilet, over and over again.
The best way I can think of, is making the potency of perks a bell curve, rather than a static number. It would still be boosted by gearscore the same, as well. This would allow the casual player to get the best perks/perks they want with a bit of effort, but still not immediately have a BiS item. For example, resilient perk could have a range to it, starting at 4% at the low and 8% at the high (at 625, downgraded proportionally for lower gs). Umbral shards could be used to juice existing items to the upper end of the curve, for a progressively expensive cost per upgrade of .1% or so.
Then, just throw out the bad perks from the craft pool entirely, or group them in subgroups so each player can craft according to the type of gear they actually want (gathering/crafting, pvp, dungeon classes would be the most basic way to split). No more skinning luck/beast ward/resilient legendaries.
Yea you right that we could use some more advenced crafting system where type/ammount of resourced we put into allow us to icrease chances for better items. But we have RNG we have and devs wont fix it soon i think.
But would be nice to use some additional resource (new one?) (azoth?) to increse chances to get specific perk from rolls.
I think MOST will agree the crafting system is screwed up, we pretty all know that easy enough. My thought process is yes still craft a random or two randoms in the gear you’re crafting but drop half or more of these BS ‘perk’ for slots and fix the rng to where at least give us the main stat needed in whatever youj craft as far as wpns/arms are concerned and the jewelry keep a main stat and if successful on a crit craft as a secondary random stat. I think bags to me seem to be okay so besides what I mentioned, I’d say the only faux pas I see left would be the ludicrous and insane amount of mats needed at higher level stuff that still need the elephant sized wagon needed of the low level mats for the high lvl mats. That def. needs tweeked and not fixed by a soothing talking parent offering a cup of coffee either
That is how it was in Alpha and it sucked. Not enough people to craft. Not everyone wants to craft, AT ALL. And now, not all crafters do all lines. THAT is not the issue with crafting.
@Kilnerdyne - Excellent point! I like how you laid out just how many useless or sub optimal perks there are just for one craft.
One of the big reasons I made this post is because every major patch I see them adding new perks to this already broken system and in essence breaking it further by decreasing the odds of a good craft.
They don’t just need to overhaul crafting to fix it. They also need to do a full perk bucket review and I think buff/ change certain perks but that’s another topic for after they fix crafting.
It would be so awesome to get those points … crafting is something who get players to leave this game.
Farm 100h to craft 10 pieces and get 0 bis… so when you want to play something else what do you do ? Buy some golds from gold seller and try again ? This is what currently occurs on servers…
I’m a lucky because the price on my server are low. But I don’t understand how players do on high pop serv to get those mat and all of those gold. This is a real problem for this game. There are a lot of issue, mechanics are just wrong and bad designed.
I watched the new dev update very carefully and really I’m glad you are trying to fix Crafting in the next patch. However, lessening perk RNG is great, but in my opinion it is not a well rounded solution to the problems with crafting.
What would be better and what I see a lot of people asking for in the above comments is more CONTROL over the crafting process as a whole.
Reducing the RNG slightly is good but what happens when you release another 20 perks the next patch then another 20 the odds of getting what you want will go back to where they are now or even worse.
Plus another big part of why crafting is bad at the moment is the amount of purples crafted = wasted mats granted now we may get back a bit more value due to the salvage re work but I doubt it will equate to even half the value of the actual craft.
So please Luxendra - consider some of the options the community has offered up over the last few months in addition to your perk bucket changes.
Such as:
Allowing us to lock in 2 perks and a main stat.
Allowing us to use umbrals to guarantee a legendary
Allowing us to re roll one perk or the main stat on a piece of gear.
You can also make these types of gear BOP so the market doesn’t stagnate.
Making these sorts of changes to crafting would provide significant benefits to most players so they can customize their gear and catch up to the mega companies spending millions of tax gold on gambling for BiS.
Great idea… have leaderboards for time trials, fastest boss kill, etc… you know there’d be whole groups of people creating specific builds to compete on the leaderboard.
Then implement a new rewards system for lvl 60s running Amrine, Star, and Depths… give them wyrdwood and Ori vs lvl 25 gear that just goes to the salvage bucket.