All they really have to do to restore CC to glory is make all random loot-gen effects craftable(maybe not ALL)
I, for one, would go nuts if I could grasp a Night's Grasp weapon of The Sun's Fury.
As a crafter I would relish being able to concoct superior lore ; radiance etc. etc.
It may be too soon however and as a quester I have loved the new appeal of random loot that has been lost since I could craft most things I wanted.
I would say we are more likely to see these new prefix and suffixes as part of an overhaul than just added as new recipes given there is a balance issue, with some enchantments having Greensteel abilities.
Crafting has it's place but I wonder if it's at the cost of all non-named chest loot?
Feather of sun is looking at new treasure in u16/17 so maybe as more suffixes and prefixes possibly appear some of the u14 values can become craftable in u18 so we have a cycle of new uncraftable gear for a period. This way chests and auction house and trades remain active rather than being eclipsed by cannith crafting.
Right no crafting's "place" is making twink-gear, that's basically it. You can also make SOME decent
Chests/Auction House/and trades still have very much a place, as gear is a lot cheaper that way. Assuming the fair-market rate for essences is 250p per greater, it costs 21,000 to make a basic +5 item. Obviously a random loot-gen +5 sword is not going to sell for nearly that much.
Random loot-gen stuff is always going to be cheaper and easier to obtain, unless you want something really specific like, say, a Holy +5 Silver Pure Good weapon. When the random loot-gen system DOES create something like that, its a bit like winning the lottery for whoever grabs it.
And yet, such a weapon STILL sells for less on the AH then it would cost to craft it. The difference is the crafter can make it first time every time, so when you want the item you can have it right away(although that holy/pure good example is going to be 2 MLs higher for no god damn reason)
The place of crafting, therefore, is to be make custom weapons/items for those that devote the millions of plat and thousands of turbine points into making them. At the very least, crafting needs to be able to produce items equivalent power to random loot-gen. The current status is that with the exception of custom boss-beaters, random gen is a whole lot better.
If I had my druthers, I wouldn't concede even that much, but I'm big on setting multiple goals for folks to work towards, whether they choose to or not.
I hope this never happens, though, as it would be OP. Everyone could have as many haste clickies as they can use between shrines = effective permahaste. At least as it is now, if you want permahaste, you can do it with pots, but you have to buy them.
ooo - hey - what about alchemy? Potions crafting?
Been playing off and on since Beta
currently: *Weekly* DDO hours played: 6-10
between 5 actively played characters
Natural which caps at 3, and which turns up on random loot up to +6
Stability, which requires a specific alignment
Tangentially Invulnerability, DR 5/Magic
Additionally tangentially, protection, and resistance cap at 5, and personally pulled a +7 resistance.
and the armor bonuses stop at +5s for everybody at present.
I forget offhand what the bracer armor bonuses cap at... +8?
If it weren't exclusive, it would give me all sorts of incentive to get grinding on crafting again in a major way so my druid could fill up most of 1 bag with mnemonic clickies
Of coruse, if we could sell UNBOUND mnemonics.... WE COULD BE RICH! RICH AS KINGS!!!!!!!!!!!!
Never gonna happen though. So I'll go with any property that can show up on random loot should be craftable.
I think the whole system was just lazily put together, all based on procedural rather than actual coding. Some stuff just makes no sense!
I wouldn't mind if we needed some special item/shard(like the mark of House C) to break prefix/suffix rules, or just mulch the system entirely.
I'd also like to see House Cannith favor made about 100x easier to get or just put the marks for sale in the crafting vendors. This stupid spend a bunch of TP if you want marks is ****ing me off.
The issue with adding too much to the crafting system is that you begin to de-value random loot. If everything in the game can be crafted, especially with the masterful craftmanship shard, random loots becomes simply "how many essences can I get from this thing?" There need to be some effects that are only available via random loot or named items to keep them inherently valuable. Otherwise, the dev's may as well change all loot to piles of crafting essences.
Meanwhile, a random loot-gen metal-type weapon with those same effects(holy/pure good) will easily sell for 300k+. Of course, due to the Cannith Crafting ML-differences, a +5 Holy/Pure Good random weapon is ML15, while a crafted is 17, making it less desirable.
So random loot will always sell for less. And remember that you can't(as far as I know) make unbound Masterful Craftsmanship shards, so only those that spend time farming House Cannith favor and leveling crafting get the full benifits. Unless they seriously overhaul the system, random loot is never going to loose it's value.
Right now, the way it is, its crafting that has no value.
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