Stoneforge wrote: »
Suggestion:
1)Improve the inventory management...
I just want to remind you that you get more crafting XP for deconstructing crafted glyphs than looted white glyphs. Trading glyphs is the best way currently and once you get the hang of it, you wouldn't say it's hard. Plus, they mentioned adding the runestone nodes in the PTS 1.1 patch notes.
Stoneforge wrote: »What if you had to partner with someone and beat the tar out of each other...
NaughtyDog wrote: »Scaling it to the enchanter level will be ridiculous, are you saying I should be able to pick up vet8-vet10 glyphs in my starter location/zone? "
The entire system for leveling crafting skills is ridiculous. Why would you get more inspiration for deconstructing something than for crafting it? It makes no sense at all. Also, the reduced inspiration for deconstructing your own stuff just promotes jumping through hoops to game the system. Either remove it or make it so all crafted items give reduced inspiration.
And, yes, enchanting takes 10x as long as any other skill. Is that intentional, and if so, why?
Stoneforge wrote: »Enchanting is the only crafting profession that has such a discontinuous path for leveling. For all others, leveling is a smooth process because the availability of material resources is plentiful and experience given for crafting/decon is significant. The resources of enchanting are much less common,(fewer nodes & drops) require 3 components, take up more space, and yield greatly diminished exp after the one time identification award.
Suggestion:
1)Improve the inventory management of Runes & Glyphs
2) Increase the frequency of glyph drops or the possibility of receiving glyphs scaled to the level of the enchanter
3) Develop a mechanic to allow conversion of runes to any rune already unlocked but possibly restrict it by type. for instance: 3 essence
>1 essence of choice
NaughtyDog wrote: »I personally like enchanting for what it is now. Yeah it is hard, but that makes it more rewarding when you reach max skill level. I rather have it hard then easy such as woodworking, blacksmith, and clothing. Do not let me start ranting about alchemy and provisioning, both of which are a joke.
I personally mastered every craft in the game, enchanting imo is the most profitable. Why? There are not a lot of master enchanters because it takes the most time and effort to level the skill. Less enchanters= more work/sales. Most people just quit and then complain on forum. Do people expect everything to be so easy? (Not pointing my finger at anybody, just stating this in general)
SO
1)I say no to more frequent glyph drop. Instead of making it drop more frequently, how about you go out and hunt for it? Glyphs are scaled to the zone level, if you want to find better glyphs to extract then go to high zones and hunt for them. Scaling it to the enchanter level will be ridiculous, are you saying I should be able to pick up vet8-vet10 glyphs in my starter location/zone?
2)More rune nodes would not hurt
3) I do agree with the inventory improvements, but then again each craft should have their own tab and not just all compiled into a "Mats tab."