I have had similar issues.
I keep running into times when I am low in particular tiers of materials. With the furniture recipes I am finding that I have to level up one toon in ALL crafting disciplines. So all of a sudden, I need some wood that is some tier that I have collected at all.
Another problem I ran into was when a toon leveled to the next tier and I had a lack of materials for that tier from which to make their gear.
Yeah, repec'ing skill-points and globetrotting to browse Guild Stores is a pain, but the only option.
Well, adapt...
pre-1T you built new gear when you hit a new tier.
post-1T its easier and almost as good to craft gear at the top of a tier.
hit level 14, craft level 14 then to carry you thru say 16-24 or maybe just halfway.
use the mats you harvest during a tier to craft top of that tier to wear during the next tier.
easy and simple adjustment.
@STEVIL !!!!
I know you are a highly intelligent, helpful person, but I can't help but feel a bit of condescension in your reply...
We've had this discussion before.
I have adapted, thanks. I know how to navigate this game's moronic crafting system. Just because we have found solutions to some of the system's problems doesn't make the problem disappear.
From time to time I realize" Wow, I need to get some hickory. How can I get some Hickory?" It's a pain that I can't just go to where hickory grows and gather some like I do, and even enjoy, in other games. It's a pain that sometimes in character progression I may not have had an opportunity to gather much Hickory and now have to shop guild stores to find some.
My memory is cloudy, but it was particularly painful as my main was advancing through the tiers from 10-160 CP. It's like five tiers in there and I never seemed to have enough materials to gear up. On top of that I was watching my damage rating drop dramatically, even when i equipped the new stuff.
So, I feel the OP's pain.
Well, ok, so... may i make a suggestion we may find constructive then.
When it comes time that you choose to post on a thread where folks are discussion difficulties they are having with a system...
and you decide to post a bit of you own history of problems with the same issue...
but it is an issue you have learned how to adjust to, to deal with, to adapt to....
when it is a challenge or difficulty you have overcome...
then...
instead of just posting another example of a problem and leaving it hanging there like an unresolved issue **ALSO** type a sentence or two about what you just did to push back on my response - tell them that you already figured out how to adapt to it and how to overcome it and post that info as well.
Posting a "problem" on a discussion board tends to almost always have someone respond offering advice on how to adapt to it, to improvise around it or to overcome it.
Its an expected outcome.
Posting a problem and also how you overcame it already... that has different results and i would argue usually better results.
Um, I did post my work around: "Respecc'ing or shopping Guild Stores"
Also, now that you throw in other peeves you have i will respond to just a bit about them...
"On top of that I was watching my damage rating drop dramatically, even when i equipped the new stuff. "
I have leveled iirc six characters from 1 to 50 max cp since 1T came out. it is **not** true that equipping high level gear lowers you damage levels. That is simply not true unless it is done by some action like equipping a one handed weapon when you previously had a two-handed weapon *or* you equip an item of a lower quality *or* you equip weapons with different/lower passives and skill advancement
A level 16 character wearing level 10 armor equips level 14 gear - ratings should go up (barring weapon type, passives and quality changes.)
Now, to be direct, your statement was "even when I equipped" so maybe you really meant "when i equipped the better armor it went up but not as much as it once was" but it really seemed to be linking "equipped better armor" and "damage rating went dow" in the way you wrote it and particularly in light of the topic of this thread being about crafting gear - not overall damage scaling which is where that issue comes from..
To be clear for any wondering about that oblique refernece to damage ratings - nothing changes - works the same as it did - mechanically - only change is the *labels* shown shift around due to scaling and all your enemies are of equal *level* now. (which is not the same as difficulty.)
Not sure of your point here. As I said, my memory on the specifics is not exact. But, somewhere in the forties, the damage rating of weapons starts decreasing. I realize that there are several variables in play. As a scroll through the tiers in my crafting window, I can see the drop. As I compare gear in the equipment window, I can see the drop. As I compare performance of my character with the new gear, I see the drop.
I added this point to the OP's thread because it's part of the issue. Because it's hard to gather material for higher and lower tiers, it adds insult to injury that the new, higher-tiered gear isn't more effective.
For what its worth i wish they had added to 1T the ideas of farms and mines - a few small sections in each zone where the "lower tier mats" exist to be farmed when needed. The massive benefits of scaled nodes is great but a small nod to them that does not involved random chests would be nice. They could also give us "gardens" and "veins" "springs" and the like that we can put in our houses - allowing "harvesting" of non-top-tier materials. they could also have allowed higher tier mats to be used to craft lower tier gear.
There are a lot of options where a single addition would have given a bit of a nod to those wanting to gather lower tier mats than the character is operating at... i wish they had chosen one.
But locked rewards tiers determined by your zone and politics... that was bad for many many reasons.
~sighs and laughs~
I am perplexed by your criticism of my post. On the one hand your telling me I am wrong to commiserate with the OP. On the other hand you "wish" that they had added gathering options for lower tiers. This make me think that you commiserate with us as well.
Sure, posting whiny complaints is less than constructive. But, criticizing game mechanics, like the way the nodes scale, is not only a long standing tradition of gaming but can also lead to game improvements. I think of the way chess has evolved over the centuries.
You're right, my response could've been better constructed. I should have said: I feel your pain. I've had similar issues. This is how I deal with it. This is the change I'd wish they'd make.
I apologize for my poor response. Thanks for trying to make me a better poster.
But, as stated i have never seen a case where a character at level XX takes off a maul of level X and equips a maul of level X+Y of same quality etc and saw the value go down.
But, as stated i have never seen a case where a character at level XX takes off a maul of level X and equips a maul of level X+Y of same quality etc and saw the value go down.
Arma virumque cano.
I have seen this, starting in the late forties into the CPs.
I think you for the explanation on why a low-level crafter would see this. But, as I've seen when equipping the the new weapon and in the damage performance. At a point in her forties, my main had a damage value of over two-thousand (at one point, she had twenty-two hundred). As she progressed through the forties and into her Champion points, her damage value dropped into the nineteen-hundreds. Each new weapon dropped it further.
I have quite vivid memories of standing in the guild traders and at bankers looking at the gear comparisons. I have quite vivid memories of doing less damage. Was it majorly significant? Probably not, but it was notable and frustrating to lose power and effectiveness as I leveled, particularly with the added challenge of gathering higher-tiered materials. It was my first time to Cold-Harbor and i felt pretty gimped.
Apologies to the OP for the tangent.
KanedaSyndrome wrote: »I agree that it makes no sense that the mats you harvest in the world is magically linked to your crafting skill. I wish they would do away with that system and make it a random drop chance from the harvest nodes instead.