Lava_Croft wrote: »They *would like* and *want* to do this in *the future*.
TheShadowScout wrote: »I suppose if it comes, it would make sense to require new materials.
But the big thing about jewellers I see is - what can they craft? Rings and amulets? That's two things... what else to make them viable as crafting skill? Even woodworking has six things to craft & research... blacksmith and clothier have fourteen. I'd say, any jeweler crafting line would need a few more things to craft & research before it really becomes viable...
TheShadowScout wrote: »Personally I would love to see jeweller... for rings, amulets, and maybe a new type of mage weapon? I always thought only staves was a bit limited in options, I'd love to cast my destruction & restoration magic with some sort of "spell focus" instead, holy symbols, ornate spellbooks, gemmed skulls, shaman rattles, crystal scepters, etc. - all these could be different racial styles of that sort of thing, and all would fit well enough with a jeweller skill line...
More options could be special versions of armor. Say, a circlet/crown for example, in light, medium and heavy version, giving little protection, but special effects if worn by a group leader?
And of course, they could always add more jewellry slots if they really wanted to. Equipable earrings? Bracelets? Anklets? Rings for piercing into your nip... uhm... okay, maybe not that one
Also, someone skilled in fine metalworks might even be able to craft better lockpicks. Just sayin...
Hm. No, not really. We may just be barely able to equal some of the current dropped and PVP set combination. Take a look at the current top meta gear combinatiom and tell me what two crafted 5 pieces set combos would surpass them?Akavir_Sentinel wrote: »In order for them to implement jewelry crafting for player-crafted sets, every set in the entire game would have to be re-balanced. If we could craft jewelry for player-crafted sets, we could come up with some stupidly OP combinations. Now, if they added jewelry crafting that isn't part of an existing set, or was part of a 3-piece jewelry only set, that might work.
But these would be quite different crafting skills...Instead of just Jewelry call it Accessories, then the craft list can be bigger
Yup, jeweler all right, involving working with precious stones and metalsRings
Amulets
Earrings
Bracelets
Belt Buckle
More like something you'd hire a woodworker for. Possibly a blacksmith for the traps, depending on what kind of trap...Traps
Siege engines
Camp Sites
Totems
Clothier, aka leatherworker. Not that the powers that be decided to let us have scabbards in this game, sadly...Scabbards
That's all riding skill now. Though if we ever get more options, like, say, craftable saddles & such... the skill used would be mostly leatherworking I suppose, so it best be added to clothier.Travel Boosts (speed for mounts, carrying capacity)
Again a completely different skillset... closest existing craft might be alchemy for making the ink I would presume...Tattoo's
Some, yes. Others, not so much. I would expect precious metals to be needed for ringmaking...pity they sort of used some of those as style materials... (Copper; "Argentum = silver"... wouldn't it have made more sense to make the primal/goblin ingredient some animal fangs, and the barbaric/reachmen ingredient some bloodthorn bark or something? Oh, well...)All of these things could easily use current resources
Akavir_Sentinel wrote: »In order for them to implement jewelry crafting for player-crafted sets, every set in the entire game would have to be re-balanced. If we could craft jewelry for player-crafted sets, we could come up with some stupidly OP combinations. Now, if they added jewelry crafting that isn't part of an existing set, or was part of a 3-piece jewelry only set, that might work.