Restore PROFESSIONS mods to before 1.1.0, healthy player destruction

Restore PROFESSIONS modifications to before 1.1.0

The current system causes that people who had already raised their professions to 200 (in a month, crazy, they have a lot of free time =)) have the absolute monopoly of creating the strongest crafting in the game while people who play normal now he finds himself with a practically impossible difficulty to climb THE SAME professions.

For example, in the “Armoring Leveling” profession, going from 134 to 135 required approximately 10,000 exp, and after patch 1.1.0, it requires 23,000 exp. MORE THAN DOUBLE for the same.

If AGS does NOT have new content and AGS wants people to not progress so fast, DON’T HURT HEALTHY PLAYERS.

Fix: Restore professions to before patch 1.1.0 + add 20-30 HIGH DIFFICULTY levels and change 600 crafting to that level range.

With 1.1.0 players who have everything at 200 will remain the permanent kings for 2-3 months while players who play at a healthy and balanced pace will take much longer to achieve the same.

As a personal opinion, I really like doing professions and since the change I have simply stopped playing. I am NOT interested in spending 4-5 hours to go up from 134 to 135 even with pvp activated.

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Exp needed has been doubled, yes, but guess what, exp for craft of your actual tier has been too if not more.

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Everything is fine… You are just force to do it the “right way”: Craft stuff of the highest tier you are able to craft instead crafting 25.000 T1 items…

I still have 4 professions to max, Iam a lot into gathering and crafting and Iam fine with the change.

@Dragan @Acanis87
Good Morning! I understand your position but do things of level 1 or your current level the result is mathematically the same: you need much more materials (and time) than before to obtain exactly the same.

If a silk glove is 4-4-1 (linen, leather, iron). An infused glove is X-X-X but in general results (for example, not real data) it is 4-4-1 vs 400-400-100 to obtain practically the same experience in proportion to the time spent.

I understand what you say but it continues to harm those who have not played 20 hours a day for a month.

If you want to add difficulty I think it is best to add extra levels and modify the difficulty of these new levels, I do not think that the correct way is to harm so that the same activity is beneficial for some and very negative for others

At the end of the day this is a decision made because AGS has NO content to add. It’s your problem, not healthy users

Add that many professions have been raised to 200 through traps such as the duplicate (dupe items).

You are benefiting:
-Users who play 20 hours a day
-Users who use traps.
Because these are going to have a great monopoly for 2-3 months

You harm:
-Healthy players who play normal hours
-Players who have not cheated
Because they need a lot more time to get the same, 200 levels.

Actually, it’s not fine.

Jewelcrafting never had the exp earned adjusted so it’s extremely broken.

The other skills are harder to level even when doing higher level crafts. I should also mention the entire system has so much that feels arbitrary, that there are still instances where you can make something break it down, generating higher cost resources than used to craft said item, and get to 200.

How anyone could look at crafting in it’s current state, and think this is fine, boggles the mind.

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