Where to start..
The system in which the items are sold is the biggest issue for crafted gear, its listed just like any other dropped item and put on a sheet so everyone can see lowest price first, which means the people who don’t value their time crafting or the gathered crafting materials for their actual value will always make the sale before the people who are charging a price more accurate to the value of the gathered materials. The second issue is exp for crafting, yes im sure lots of you love it as paying for 20 out of 80 levels is a pretty nice short cut to endgame but it takes the value out of the items created, why? because everyone can make it as standard as they got it from their leveling spree.
The only way crafting will become valuable/profitable is;
1. Remove exp gain from crafting so people are crafting for the purpose of having access to the high end crafted gear.
2. Make crafting more time consuming so people cant craft max gear after 1-2 hours of grinding the lower lvls.
3. Add a fail chance to crafting where u can loose one of the components used for failing to craft said item.
4. Critical Crafting chance which gives the item 2 upgrade slots instead of one or some extra visual on the item (or for food multiple use for one item, extended time or better stats).
All this would in theory increase the value of crafted items due to the mats list and outcome not being set in stone and the fact fewer people will have the skills to make them.
Additional thoughts;
1. Add a player to player trade window, >don’t allow crafted gear to be sold via the market<<< i am a bit sceptical about this part as its nice to have certain crated items such as from the chef profession easily available, but it would make crafting more of a service people would pay a fee for.
2. Make crafting more than just gear and item creation, give crafters the ability to repair gear specific to their craft or other services that could be potentially created on a player to player basis.
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