Please implement additional mod slots for master crafters

Ive been really thinking about the crafting system. Its by far my favorite in any MMO so far except for armor and weapon crafting.

This is how I propose to not only make all crafting mods more worth, but also to help regulate a better economy while keeping crafters relevant at all levels.

100 - 1 perk slot
125 - 1 stat slot & 1 perk slot
150 - 1 stat slot & 2 perk slots
200 1 stat slot & 3 perk slots depending on azoth consumption

Additionally I propose a way that once you have salvaged enough of a particular weapon/armor, lets say for instance the Dryad Life Staff, you gain an additional chance of learning the schematic for that staff and would also depend on your overall Luck.

I believe that these two additional mechanics into the game would allow for a much more diverse and interesting crafting system. You can either grind dungeons or mobs or you could find that one crafter that has really put a lot of effort into their mastery.

What do you all think?

3 Likes

I think that crafting , especially armoring is incredibly unprofitable at the end game. It’s virtually impossible for me to profit if I attempt to make a 600 GS item. Most of the time I’ll get random useless rolls except for the variable I pick.

The useless item can be sold for perhaps 10% of the production cost (most likely less). And if I manage to hit something amazing, it would be a stretch to sell it for 25% more than the production cost.

If I make a breastplate the odds are people won’t even pay the production cost. Why would they when they can just buy a GS farmed part for significantly less.

I’m not saying make crafting cheaper. Make it more useful. Make it beneficial.

This has been brought up before(multiple times), I agree that it should be done, but so far seems to have been ignored by the devs.

Completely agree with you

Thats why i propose these changes
imagine you could for instance farm for the waterlogged gear set
and you get the schematic drops for the watterloged set
then you are able to craft them

now that might take some different resources to make but if you are 200 armoring you would be able to increase the gear score and fully customize the set to the order

If they arent wanting to do “transmogging” i believe this is a really great and rewarding way to make crafting always relevant even at end game

And why i think as a community we need to keep bringing this up.

Even with them mentioning “master” quests for crafters and gatherers
they could impliment systems like this into those

The devs have been good with seeing what the community wants IMO so the more we say this is what we want I believe they will take it into consideration

It could be possible that these ‘master’ quests give the ability to use another mod slot, I really have no idea what the quests will entail, let alone the rewards.
Sadly, the information given other than some broad ideas aren’t terribly informative as to what some updates will actually be, or the information is incorrect.
Hopefully the crafting system will get some love. I personally don’t think that a good crafting system should be rng at all, it should be based on materials and crafting skill, allowing for different things to add different bonuses. But, that would take vastly more effort to set up than what they have in place currently.

Well lets definitely cross our fingers that at least some of this becomes addressed in the master quests

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