Right now, crafting seems so set in stone that’s dubious if even is worth taking a profession, I for myself, lvled my craft to 400 in the hope of make my own equipment when lv 80 was reached, but for my surprise, crafting don’t produce equipment that align with the build I like to play, blanking the effort and time spent in the works of that profession, now I am a jobless grandmaster armor smith ravaging throughout caves and catacombs, searching equipment that supposedly I could make with one hand tied. Go figures!
The problem is, we got stats “packs”, and this make’s crafting so rigid, with a select number of then, defined by their prefix (or suffix…), like Cleric or Carrion…
What would make crafting special, is let the crafter take the “wheels” of creation, defining the stats to suit a specific build or need. I’ve been thinking in a not so hard way to implement this freedom of choice regarding crafting.
To make a helmet, we need a helmet case, a helmet lining and a insignia, the last component is where lies the problem, you can do only a few, there’s no room for tweaking, so lets scrap insignia composition and propose a new way.
There are 10 stats in the game, primary, secondary and magic find.
Primary attributes
Power
Precision
Toughness
Vitality
Secondary attributes
Boon Duration
Condition Damage
Condition Duration
Critical Damage.
Healing Power
Magic Find (The Wild Card!)
And 8 fine materials…
Bones
Claws
Dust
Fangs
Scales
Totems
Venom Sacs
Vials of Blood
Almost a perfect match, if we have only one more fine material, every stat would have his respectable material, so I propose the introduction of more mats like FEATHERS, CHITTIN and/or SEASHELS! This way we could have a table like this (own interpretation).
Power/Vials of Blood
Precision/Fangs
Toughness/Scales
Vitality/Bones
Boon Duration/Feather
Condition Damage/Venom Sacs
Condition Duration/Dust
Critical Damage/Claws
Healing Power/Totems
Magic Find/Seashells
(This combination is just to express a example, not actual “should be that!!!”)
Having a material for each stat let us tweak the insignia to come out the way we want, maybe in a 16/8/8 rate for high tier and 8/4/4 rate for low tier, of course we would have to forego the spools or the bolts, but with that much fine material incoming, I think it’s a just tradeoff. The crafting framework is already there, no needed to change it, it’s perfect functional. For example, let’s make a High Tier Shaman insignia…
We have 4 slots to work with, so the material needed would be…
2X Bolts (or Spools)
16X Scales
8X Venom Sacs
8X Totems
The resulting insignia would have Toughness as major stat and healing and condition damage as minor stats
Well, this is my take on this crafting issue, I love this game and hope to play it for many years to come, and sincerely hope ANET take this into consideration.
What do you guys think about it?
Cya and have a good day!!!
PS: sorry for the bad English, not my native…
PS2: edited a little errors… thanks to wilarseny and piratemot at Reddit.
Challenging worlds are more enjoyable and satisfying for who achieve and overcome!