Crafting system restructure

Crafting system restructure

in Suggestions

Posted by: Supervillain.8617

Supervillain.8617

I looked around in the various forums and found no mention of anything like this.

I’ve had this idea for the crafting system for quite awhile now, but never attempted to put it into words until now, so bear with me as my thoughts might be a little jumbled.

I do like the ‘prefix’ identification system, where the name of an item is indicative of its properties (Berserker, Soldier, Cleric, etc.) but the recipes to make these items are rigid, with no way to make something differ from the mold.

With all the fine crafting materials out there why not assign a single stat to each type (blood-power, fang-precision, and so on) and allow the crafter to mix and match up to three types to create a unique mix of stats? Theoretically, it could also be possible to make a single stat item using three different tiers of the same material. Of course, this would make for some potentially devastating glass cannon builds, but at the cost of defense or vitality.

The template is already in place with the current crafting interface: Four slots for ingredients, up to three fine materials with the inscription item (dowel, insignia, etc.) Just keep the system in line with the current number of bonuses available by level/tier.

It would be possible to create some essentially useless stat combinations with this system (eg. Magic Find, Critical Damage, Healing Power), but at the same time it would open the way for more creative character builds and make crafting a bit more worthwhile.

Anyone have thoughts about this or more to add?

Crafting system restructure

in Suggestions

Posted by: Kal Spiro.9745

Kal Spiro.9745

This would be really cool. I would definately like to make pure magic find gear, just to see if it does anything useful.

The only problem as I see it is there are at best 8 different types of fine mats. Are there only 8 types of buffs? It also doesn’t account for exotic recipes which include ectoplasm for the inscription.

Though I suppose in that case you could buy the recipe for the exotic inscription and in order to make that you would use an ectoplasm then combine that with the mats. Though it would also drastically reduce the goldsink value for those recipes, since they have to be purchased. It also doesn’t account for jewelry which uses a different set of mats, of which there are only seven.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

(edited by Kal Spiro.9745)

Crafting system restructure

in Suggestions

Posted by: Supervillain.8617

Supervillain.8617

If we assume things like Condition Duration and Boon Duration are left to special event items (candy corn, snowflakes, etc.) and agony resistance only to FotM items, that leaves:

Power, Precision, Toughness, Vitality, Critical Damage, Condition Damage, Healing Power and Magic Find.

There are eight types of tiered fine crafting materials, and eight types of tiered rare (think lodestones) crafting materials.

True, jewellery crafting would need some tweaking, another gem type would have to be introduced, or some untiered crafting materials could be used (karka shells, passion flowers) to fill in the gaps.

To make an exotic item, just move the ectoplasm requirement to the final stage. Most, if not all, craftable items require three parts at the end stage (eg. sword: blade, hilt, inscription), so it wouldn’t be any trouble to simply add 5 ectoplasms for the finishing touch.