Crafting benefits, extra Signet Slot

Crafting benefits, extra Signet Slot

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Posted by: Luceid.5631

Luceid.5631

I know many people hate WoT’s, so I’ll keep it short and crisp.

1. Crafting is dull and not rewarding in this game (except for leveling alts). Fast EXP-gain isn’t really a reward in a game, where one levels so fast (too fast imho).
As so many people claimed so many times: Simply buying the stuff you need from the TP and sell all the stuff you don’t need (MyFo, etc.) is hands down the cheaper way.

So, for a small compensation and kind of sweetener: Just add crafting-benefits, like in other MMOs. This sounds dull, I know. But this would be the easiest way (contrary towards stuff like loot-table adjustments, unrepairable equipment, dailies, etc. to add some spice.

2. Almost every class has these funny little things (all but Mesmer and Engineer).
Imagine for a moment: Next to the Elite-button, there is a small button (sized like the weapon-swap-button on the left).
This slot is only for signets and Mesmer- and Engineer-equivalents (f.e. “pets” [Illusion/Robot] or simply also signets)

Why this idea? Most classes have ~4 signets (and sometimes healing-signets on top), which are diverse, fun… but most of the time not used because other Utilities are more important and there are only three slots. Also they remain passive most of the time, so it’s nothing that would confuse somebody or need a button as big as the Utility-ones.

It would add a little bit more diversity, buff some traits, give people something more “to do or consider to do” in combat.

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Posted by: Nashaan.3160

Nashaan.3160

The problem is all the non crafters would whine like they did when it ’wasn’t fair’ that they had to grind dungeons for armour and a crafter ‘only’ had to get to 400 to make the same gear.

If they were to add some kind of buff or extra slot it would be a disadvantage to non-crafters. It wouldn’t bother me as I have my master crafter title, but not everybody crafts, or likes to craft.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Well the non-crafters could just craft then. No big deal. If they don’t want the buff or bonus, don’t craft. If they want it, then craft, simple as that.

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Posted by: Olba.5376

Olba.5376

I know many people hate WoT’s, so I’ll keep it short and crisp.

1. Crafting is dull and not rewarding in this game (except for leveling alts). Fast EXP-gain isn’t really a reward in a game, where one levels so fast (too fast imho).
As so many people claimed so many times: Simply buying the stuff you need from the TP and sell all the stuff you don’t need (MyFo, etc.) is hands down the cheaper way.

So, for a small compensation and kind of sweetener: Just add crafting-benefits, like in other MMOs. This sounds dull, I know. But this would be the easiest way (contrary towards stuff like loot-table adjustments, unrepairable equipment, dailies, etc. to add some spice.

Crafting is entirely voluntary and it’s mostly a convenience thing. Using the stuff that you find rather than buying to make your gear.

2. Almost every class has these funny little things (all but Mesmer and Engineer).
Imagine for a moment: Next to the Elite-button, there is a small button (sized like the weapon-swap-button on the left).
This slot is only for signets and Mesmer- and Engineer-equivalents (f.e. “pets” [Illusion/Robot] or simply also signets)

Why this idea? Most classes have ~4 signets (and sometimes healing-signets on top), which are diverse, fun… but most of the time not used because other Utilities are more important and there are only three slots. Also they remain passive most of the time, so it’s nothing that would confuse somebody or need a button as big as the Utility-ones.

It would add a little bit more diversity, buff some traits, give people something more “to do or consider to do” in combat.

I’m against this. It would cause some pretty severe balance issues, mostly with classes that have a signet as a healing skill.

And besides, there are already skills that benefit from using Signets as much as possible. Guardians/Mesmers have a trait that cures Conditions on Signet use, Elementalists have a trait that allows maintaining the passive effect after you activate a Signet, Thieves got a trait that gives Initiative and recharge speed, Rangers get the active effects for free on a trait.

Heck, the only professions that don’t benefit from activating Signets are Warrior and Necromancer. Warriors get a trait for the passive effects, plus they already got some pretty delicious active effects, such as full adrenaline, total condition removal and a 50% uptime for Fury, Might and Swiftness.

And let’s be honest, some of the Necromancer Signets are pretty nice. Plague is useful when you’re fighting against a single enemy that puts out a lot of conditions, such as a Champion and Undeath is good when you’re doing WvW or just plain old group activities.

As a Warrior player myself, I see pretty good synergy for the Signets we get. Healing Signet with Signet Mastery is our fastest heal, not to mention that it works excellently in a bleed spec. Signet of Fury allows you to use two Burst skills in a row, so that’s excellent if you wanted to do a glass cannon Burst build, such as Killshot. Signet of Stamina allows more dodging, plus it gives a nice synergy with Stick and Move, not to mention the full condition wipe on activation. Signet of Might can be used for burst damage, or to trigger Berserker’s Might. The only Signet that doesn’t get much use on a Warrior is Dolyak.

(edited by Olba.5376)

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Posted by: Luceid.5631

Luceid.5631

Oh, there is lil’ misunderstanding here. These are two different suggestions.

So, let’s go into detail:
1. Crafting bonus: Well, I forgot “the numbers”.
Let’s say +1 to all stats (all stats, because no one wants that “Need Pow? Become an Armorsmith!”) per crafting-stage (Novice, etc.), limited to two crafting-professions.
Result: +10 to all stats – doesn’t sound like much, actually it’s not even that big – but it’s something the crafting player can cling to.

2. I understand your concerns olba – but the signets themselves are balanced for there class (never heard an infamous signet-only specced warrior to be OP, f.e. ).
So, if every class would an additional signet-slot (or equivalents), it should be fine anyway. Signets, that are used as healing-skills are treated separately.

As said before: This would add some more diversity to the game, bump something after getting the elite-slot, bolster some underused playstyles, etc.

Tbh: Since there are so many signets for so many classes ingame, it always occurred me, like Anet planed something like a signet-slot anyway, but dropped it later.
(Or they’re lazy and use this idea over and over for many classes to get the skill-list filled )

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Posted by: Loswaith.3829

Loswaith.3829

Signets were in GW1, and if I recall right didnt use energy. The passive/active effect is more the GW2 function (since we dont have energy).

As a purely passive effect only I could see it working (’haps even at the expense of a accessory slot, or an accessory upgrade slot), though doubt it will get added as classes with more signets have an advantage over others in this manner.

I wouldnt tie it to crafting however.

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Posted by: Ludacrits.3857

Ludacrits.3857

I agree, there needs to be some sort of reward besides bonus experience to crafting. Like it or not, this game is a buyers market, everyone bids 1c over vendor price and too many people give in, thus you cannot make much of a profit on anything. Yes, there are a few niches here and there when you can make some money but the reality is, crafting offers squat right now. If people don’t like the fact that crafters get a bonus, tough doo doo, no one is stopping them from crafting. I swear 75% of the people who play this game think they should get everything for free, and not put in any effort. Thats socialism and it doesn’t work too well. Sure, it works great for the lazy people but doesn’t sit too well with those who work their kitten off. Just saying. These are the same people who complain about the ascended gear. Oh no, I have to work for something. Good lord, get off food stamps and get your hands dirty.

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Posted by: Numot.3965

Numot.3965

No.

A far better solution would be to let crafters have far more say in the output of what they craft, and having exclusive stat spreads (that are useful) to crafting. Max level crafting also needs to not be so crazy expensive. You’ve spent time and money to get to 400, and barring a few things, is still cheaper to buy gear or do runs.

Some UI adjustments to the TP to easily see what’s in demand so you can supply stuff would also help tremendously.

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Posted by: Luceid.5631

Luceid.5631

Thread already died?

Crafting benefits, extra Signet Slot

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Posted by: Olba.5376

Olba.5376

A far better solution would be to let crafters have far more say in the output of what they craft, and having exclusive stat spreads (that are useful) to crafting. Max level crafting also needs to not be so crazy expensive. You’ve spent time and money to get to 400, and barring a few things, is still cheaper to buy gear or do runs.

Max level crafting is mostly expensive due to Orichalcum and Globs of Ectoplasm. The former is much rarer than any other metal due to lack of nodes and unusual node respawns, whereas the latter is expensive as it only comes from Salvages. And guess where most rares in the game currently go? Straight into the Mystic Forge, where they’re turned to thin air, exotic or precursors.

And let’s be realistic for a moment. Crafting of gear will never be profitable on a large scale, for a few simple reasons. Firstly, because of how the gear works. Fine stuff can be resold, whereas Masterworks, Rares and Exotics cannot. This results in a lot of people using mostly stuff they get from Personal Story or with Karma until level 80. And a lot of people prefer to outright skip the Rare armor in favor of Exotics. And lastly, most people who wear exotics got theirs from a dungeon.