f content is only there to grind gear to be able to access the next tier of content which is only there to grind gear to access the next tier of content which is only there .. ad nauseum .. perhaps that content has not useful purpose?Oreyn_Bearclaw wrote: »I dont like this. If every dropped set could be craftable, nobody would run content.
Oreyn_Bearclaw wrote: »I dont like this. If every dropped set could be craftable, nobody would run content. There needs to be high end gear that is content gated. If parts of number 1 were implemented effectively, it would help the grind at least. Now I would not be opposed to a system where you could craft a bound set for personal use after you deconstructed say 50 pieces of it, but just putting all zone sets in a station is a bad idea IMO.
I've been playing since launch and always focused on crafting with my main, but it's gotten to the point now where nearly every crafted set is completely out shined by dropped sets. It seems like the only purpose for crafting anymore is to level new characters.
The amount of time and effort a crafter has to put into leveling a crafting skill, researching 9 traits on each item, gathering rare materials and style motifs... you'd think all of that would be enough to at least have gear sets on par with what drops throughout zones in the game.
I have a few suggestions in how to solve this:
1. Allow crafters to modify the trait, level, and style of world dropped items. You should be able to alter that dropped set with an orc theme into any other motif you know, and you should be able to improve it to higher levels by adding level appropriate materials.
2. Allow crafters to repair weapons and armor with crafting materials. This has been on my "crap that bugs the hell out of me" list since launch. Why can that wandering merchant or chef repair my plate armor, but I as a master blacksmith cannot?
3. Implement a system wherein using the set crafting locations throughout the game not only allows you to create that set, but any of the sets that drop within that zone. Nearly all dropped sets should be craftable.
1. Too OP1. Allow crafters to modify the trait, level, and style of world dropped items. You should be able to alter that dropped set with an orc theme into any other motif you know, and you should be able to improve it to higher levels by adding level appropriate materials.
2. Allow crafters to repair weapons and armor with crafting materials. This has been on my "crap that bugs the hell out of me" list since launch. Why can that wandering merchant or chef repair my plate armor, but I as a master blacksmith cannot?
3. Implement a system wherein using the set crafting locations throughout the game not only allows you to create that set, but any of the sets that drop within that zone. Nearly all dropped sets should be craftable.
I've been playing since launch and always focused on crafting with my main, but it's gotten to the point now where nearly every crafted set is completely out shined by dropped sets. It seems like the only purpose for crafting anymore is to level new characters.
The amount of time and effort a crafter has to put into leveling a crafting skill, researching 9 traits on each item, gathering rare materials and style motifs... you'd think all of that would be enough to at least have gear sets on par with what drops throughout zones in the game.
I have a few suggestions in how to solve this:
1. Allow crafters to modify the trait, level, and style of world dropped items. You should be able to alter that dropped set with an orc theme into any other motif you know, and you should be able to improve it to higher levels by adding level appropriate materials.
2. Allow crafters to repair weapons and armor with crafting materials. This has been on my "crap that bugs the hell out of me" list since launch. Why can that wandering merchant or chef repair my plate armor, but I as a master blacksmith cannot?
3. Implement a system wherein using the set crafting locations throughout the game not only allows you to create that set, but any of the sets that drop within that zone. Nearly all dropped sets should be craftable.
#2 i dont mind
#3 is imo mostly irrelevant and attunable stations will make it a non-issue eventually.
#1 i stonrgly object to.
Crafting has already become mostly a "drop set support" system and what you are suggesting is to just go whole hog with that. its the death of crafted set use or close to it when drop sets gain style control and trait control and leveling even beyond the ability that they drop at your current level always.
Replace thw rod "drop" in #1 with crafted and suddenly crafted sets get a bit of an edge in some cases.
But really what crafted sets need is to not give up their unique capability (only one - style control) but to gain new unique capabilities so they have a seat at the table in the end game.
options include:
- Allow 3pc and 4pc body/wpn crafted sets - easiest way is to let you drop one or two of the 2-3-4pcv bonuses from a set at crafting. There is no drop set equivalent so these builds would be a unique addition to crafted options.
- Allow crafted sets a tier-11 - stretching from cp170-200. Most end game builds would the be a mix of crafted cp200 and dropped cp160s and the decision between a crafted cp200 weapon and a drop set maelstrom cp160 weapon would be worth thinking about.
Oreyn_Bearclaw wrote: »I've been playing since launch and always focused on crafting with my main, but it's gotten to the point now where nearly every crafted set is completely out shined by dropped sets. It seems like the only purpose for crafting anymore is to level new characters.
The amount of time and effort a crafter has to put into leveling a crafting skill, researching 9 traits on each item, gathering rare materials and style motifs... you'd think all of that would be enough to at least have gear sets on par with what drops throughout zones in the game.
I have a few suggestions in how to solve this:
1. Allow crafters to modify the trait, level, and style of world dropped items. You should be able to alter that dropped set with an orc theme into any other motif you know, and you should be able to improve it to higher levels by adding level appropriate materials.
2. Allow crafters to repair weapons and armor with crafting materials. This has been on my "crap that bugs the hell out of me" list since launch. Why can that wandering merchant or chef repair my plate armor, but I as a master blacksmith cannot?
3. Implement a system wherein using the set crafting locations throughout the game not only allows you to create that set, but any of the sets that drop within that zone. Nearly all dropped sets should be craftable.
#2 i dont mind
#3 is imo mostly irrelevant and attunable stations will make it a non-issue eventually.
#1 i stonrgly object to.
Crafting has already become mostly a "drop set support" system and what you are suggesting is to just go whole hog with that. its the death of crafted set use or close to it when drop sets gain style control and trait control and leveling even beyond the ability that they drop at your current level always.
Replace thw rod "drop" in #1 with crafted and suddenly crafted sets get a bit of an edge in some cases.
But really what crafted sets need is to not give up their unique capability (only one - style control) but to gain new unique capabilities so they have a seat at the table in the end game.
options include:
- Allow 3pc and 4pc body/wpn crafted sets - easiest way is to let you drop one or two of the 2-3-4pcv bonuses from a set at crafting. There is no drop set equivalent so these builds would be a unique addition to crafted options.
- Allow crafted sets a tier-11 - stretching from cp170-200. Most end game builds would the be a mix of crafted cp200 and dropped cp160s and the decision between a crafted cp200 weapon and a drop set maelstrom cp160 weapon would be worth thinking about.
Here is my push back on your objection. In terms of style, this is purely cosmetic. Most end game players (the ones that grind for years, yes years, to get a set), are not making decisions based on style. VMA weapons are Ugly AF, but I am never going to replace it with even the most beautiful crafted set in the world. BSW could like like an old garbage bag and I would still run it. We can already change our appearance with costumes, I see no harm in allowing us to change the style of drop gear.
I see where you are coming from on the trait change. Certainly an advantage of a crafted set is that I get to pick the trait. If we had a reasonable loot system or proper trait balance, I dont think it would be an issue. The problem is that we have people rage quitting the game over how bad some of the grinds are. As long as it was not trivial to accomplish, I am find with master crafters being able to change the trait on an item, but again, it should take significant resources to accomplish.
One thing I think we will probably disagree on is the notion that crafted stuff should be as good as dropped stuff. I think the best gear should be gated behind the most difficult content. I do not however, think that one should have to run said content 1000 times to get what they are after. I do think crafted gear should be a reasonable alternative to dropped gear, and that is largely true now for the most part.