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Crafted stats are underwhelming.

Phinix1
Phinix1
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Consider the following comparison:

Vet 1 purple vs. Level 46 garbage green

For this expensive (mats I have to farm and could otherwise sell) upgrade I gain:

17 armor (about 17% more armor)
1 health (using purple enchant, about 0.25% primary stat increase)
Considerably higher repair bills.

That is from level 46 green to vet 1 purple.

The seducer set bonus can be put on any level gear, as can the divines trait. As you can see, primary stat attributes scale pretty bad with item level and quality.

It seems to me the stat cap on shoulders, hands, belt, and feet need to be increased for crafted gear as quality level increases. If they do already which I couldn't confirm, then they need to do so at a more significant rate.
Edited by Phinix1 on May 31, 2014 1:41AM
  • Phinix1
    Phinix1
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    So no one else thinks a purple item four levels higher than a green item should grant a bit more in the stat department?
  • Dodece
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    Unfortunately you are off topic for this forum. This is a rare example of a system mechanic working as intended. Crafted products were never intended to be of substantially higher quality. Just slightly better then what could be looted. Mind you this pretty much holds true for all the crafting professions. Yours isn't any kind of exception.

    What makes crafting valuable in this game is its convenience. We basically save players time, and the reliance on serendipity to equip their characters. They are not however compelled to use those services, and they aren't unduly punished for not doing so. I don't think you will find a lot of sympathy for your position.

    Since the comparable nature of looted goods is keeping the crafting economy honest. You can't charge outrageous prices for just a little bit better. That isn't to say that some aren't trying or succeeding. Unfortunately those people are the real bane of your existence. They are the ones driving prices right through the roof.

    Today I saw a fellow Alchemist openly offer in zone chat a hundred gold per unit of three different commonly found flowers. Just imagine the markup they are making on the single use potions they are selling. The end product should be worth a hundred, and the ingredients should sell for ten gold a piece. I mean it should be a two way street.

    All the player looking for crafting materials should need to do is slightly beat the price the in games merchants are offering. Instead we have players offering just plain insane returns on investment. The game isn't wrong but some people playing it are wrong. In the head of coarse. I honestly don't know what you have to gripe about. There are obviously a lot of gullible folks in game who will pay no matter the asking price.
  • Vorkk8383
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    I agree that craftables need a perk. It's an aspect of the game that a lot of people will skip if they can't reap any rewards from it or if the reward is too small. Especially considering that research takes forever.
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