You’ve changed the crafted greatsword “Craftmans Passion” on the PTR, which is different to Live servers. Obviously its previous iteration was a little overpowered. But seriously, changing Thwarting to Angry Earth when you already have another crafted greatsword recipe “Flint” which also has Angry Earth is a bit rough. Surely you can change Craftmans Passion to maybe a different Bane? - Lost, Ancient, Corrupted, Beast etc. Anything but Angry Earth.
See, I KNEW it would some F Tier perk they just pulled out of the rabbits hat. And guess what, 9 other “craftable” weapons (under NWDB > Database > Weapons > All Weapons) have Thwarting Strikes and Keenly Powered together and they’ve NEVER got changed. what a joke…Angry Earth Bane. Like there’s isn’t another GS that has AE bane on it already.
Just keep using your already Orichalcum Vicious/Thwarting Strikes/Keenly Empowered Greatsword and other weapons with the same perks, they’re not going to change them even though you can make them with those three (3) perks.
Two weeks of deciding what perk would go best with Craftsman’s Passion and they come up with Angry Earth bane…wow.
Did we achieve our goal of freeing PVE crafters from being dependent on the Territory Control winners to allow them to craft? Not really because it was never really an issue on most servers. This would have really helped the Fresh Start Servers though. If this change and the housing change comes on Nov. 2nd I will take back any negative thing I said about AGS.
Does the increase in territory revenue create enough of an effective replacement incentive for companies to upgrade their stations? Yes, I believe the smaller towns will be more willing to keep everything upgraded.
Did we achieve our goal of freeing PVE crafters from being dependent on the Territory Control winners to allow them to craft?
With moving materials across storage then this was never the issue with crafters so it’s a nice change for levelling off grey recipies but not a game changer.
Does the increase in territory revenue create enough of an effective replacement incentive for companies to upgrade their stations?
Until this change is in the hands of players in a large scale where actual income and coin is at stake I don’t know, at a guess it’s not going to change much from live as it is now.
The reduction in Azoth cost for forcing extra perks was never an issue so giving that reduction for inproved crafting stations is pretty much a non factor as Azoth has not been an issue in the crafting system for a considerable time on live.
Maybe either a reduction on material requirements or a bonus to experience gain dependant on level of the crafting station would be a better incentive and be of more value to the playerbase.
The single largest obstacle for me is the required buff to get one’s craft to a guarenteed 595-600, which can be super relevant. If there were a way to decouple that buff by doing something like tying it to a company achievement/progression system, that would be preferred.
I usually don’t see an issue with companies upgrading stations, unless the company in question is expecting to lose a territory or something similar. Most companies, upon taking a territory, set about upgrading crafting stations pretty quickly where they’re needed.
You missed another important pain point. IT’s Crafting isnt a cost efficient option to craft stuff for yourself until you are Maxed with House Trophies and set of crafting gear.
Golden scarabs didnt fix the problem because they only reduced grind for only achieving Best in Slot gear faster but not making non best in slot attempt a viable option, meaning it has no effect for Regular Crafter improving his Crafting experience but only Maxed and Rich player having positive impact.
As a Regular Crafter*(not max buffed Has no trophies or Crafting gear)* Legendary materials are required to create a 590GS item for this case.
Requires 3 Houses meaning minimum 45k investing through world map. that Regular Crafter needs to spend for Epic item craft with golden scarab.
Main point to craft Epic 590+ item with Golden Scarab for Regular Crafter is that he can create Individual build with Perks he wants without missing out on the potential and without having made insane investments before attempts.
Can you think from the Players perspective and the Goals a Player will create in his journey ? You dont think this way and that way can’t understand core problem. Its not enough reading suggestions that have little meaning or Abiguous context.
Removing crafting requirements from Crafting Stations was a neccessity otherwise Teritory System rework would have had no impact to player choices( i mean that Regular Player who is not top 0.1% of the world who has guild to conqure town.) It was pain i nthe ass to find out you cant craft Tier 5 items at your home town and the ngoing somewhere else to do the crafting and come back t oyour home town. See the problem, devs ?
This recipe material cost is way too high for a consumable, Sulphur is about 20 gold each. This is same resource cost as Runeglass case with regards to Sand/Sulphur, and Runeglass case is permanent. Tier 5 Food and Honing stone are costed in this area of 150-200 gold a consumable, but they last 40 mins, whereas a potion at best lasts 10 secs.
Currently I use about a 20-30 of a single potion type in a war. Presumably with auto-activation this will go up to about 50-60 uses. At a price of 150 gold each, thats 7500 gold per war on auto-activating potions if you only have 1 type of them, if two types its 15k. Thats rediculous, how can you expect anyone to fork out that much gold on consumables per war?
Please greatly reduce this, otherwise they won’t really be utilized.
EDIT: Additionally having them (auto-activation potions) have a higher cooldown, than regular potions is another reason people will not be incentivized to use it. We all run Refreshing Toast to reduce cooldowns, and don’t want a Cooldown Increase for any reason