Now, I was thinking about how the new expertise system is going to slap crafters in the face. For those who don’t know, basically if you equip something that is higher than your expertise (HWM), it will be reduced to the gs equal to your expertise. I.E if my bow expertise is 540, but I bought a 600 bow, it effectiveness would be reduced to 540 until I grind my expertise up. This is problematic to crafters because now they can’t make sales as easy on high gs items. I wanted to have an actual discussion on thoughts people might have for ways to fix this.
What if the reduction in effectiveness didn’t apply to crafted gear? Now this could be problematic to what AGS wants, because they don’t want people to circumvent their endgame system. So I don’t think they will do that.
Another thought I had was what if they gave crafters more agency on the perks on gear. However, they would need to revamp the current craft mod system to make those perks harder to obtain. I’m not exactly sure what the best way to do that would be.
Lastly, what if they made all dropped gear except for the super rare named items bind on pickup. This would mean that once people are getting their expertise up to 600, crafted gear and super rare drops are the only things they could buy. They wouldn’t be able to buy the random god roll someone got. This could be frustrating, but it could give crafters a better corner on the gear selling market.
By no means am I saying any of these are perfect fixes, or even completely thought out. I definitely didn’t think of every downside of any of these, just spitballing some ideas with the community.