So there once was a thread about comprehensive crafting issues with provisioner, and one of the issues was the usefulness of drinks.
So first, is there anyone out there that finds the beverage buffs to be useful opposed to the food buffs?
From what I have seen it is always more beneficial to have a higher number of stat points than it is to have higher rate of stat recovery. Having a higher overall number of health points means more time to use healing spells or potions. A higher recovery helps regen but could be costly it you get hit with something big and cant recover in time.
So with this in mind, doesn't that make the beverage line of crafting pretty much useless? Perhaps I'm wrong and PvPers out there have found some benefit to regen over max points.
The recipes cost less for beverages and admittedly due to the above philosophy on buffs, I have not tried to sell drink buffs, but I assume the only real marketable buff is the food.
Is this still in the works of being audited? Why not just make drink buffs match the food bonus stats and let the regen get handled by enchants or make a trait adjustment? Then the "considered" issue of drop rates for consummates might be less of a problem, the market wouldn't need to over extend the price of a recipe, and the fact buffs are consumable makes the rarity of tomatoes less of an issue.
I keep the list price of 5 stacks reasonably low for blue food and so it sells alright, but then I run out of materials and have to spend hours farming for standard mats just to re-load the market. Having the drink buffs more useful means prices can stay low, I can turn a modest profit...
... and we can ALL get DRUNK!
jager bombs, jager bombs, jager bombs, jager bombs. And if she don't like mah haircut? Swit!