Showing Posts For kmortonson.2154:
WHY ANET? My only source of income is gone. Life is not worth living anymore. But seriously, this was not even in the patch notes. This patch went ahead without the approval of the community. I’m sure this is devastating to everyone! How can anet change something so drastic and not include it in their patch notes?
We want the train back.
They do mention it in the patch notes, under World Polish in the Balance, Bugs and World Polish section:
All open world champions have been converted into events to allow for them to scale for large groups, or have had their classification changed to elite or veteran.
What I don’t understand…..why nerf the Frostgorge train but not the Queensdale train? This will just drive more people to the Queensdale train – which is already creating a toxic environment for new players to see as their first experience in GW2.
They did nerf the queens train, spider is now a vet, and bandit is a vet as well I think.
Gotcha – I expected the loss of spider once I saw the patch note, but didn’t see anything about a change to the bandit event. Thanks for the update.
WHY ANET? My only source of income is gone. Life is not worth living anymore. But seriously, this was not even in the patch notes. This patch went ahead without the approval of the community. I’m sure this is devastating to everyone! How can anet change something so drastic and not include it in their patch notes?
We want the train back.
They do mention it in the patch notes, under World Polish in the Balance, Bugs and World Polish section:
All open world champions have been converted into events to allow for them to scale for large groups, or have had their classification changed to elite or veteran.
What I don’t understand…..why nerf the Frostgorge train but not the Queensdale train? This will just drive more people to the Queensdale train – which is already creating a toxic environment for new players to see as their first experience in GW2.
First, there is no gathering profession – anyone can gather from any node. However, you will need gathering tools in order to collect from the nodes. You can buy them from any standard merchant, as well as some karma merchants. Harvesting tools scale up as do the nodes – you will need better harvesting tools in order to harvest from nodes in higher-level zones. There are three types of gathering tools that correspond to the three main types of nodes:
Trees – Logging Axe
Mine – Mining Pick
Forage – Harvesting Sickle
The harvesting tools have a certain number of charges – once you have used them that many times, you will have to buy new ones.
Interesting – the website Vol posted assumes an average return of 6 t6 mats per promotion, while the Egg Baron spreadsheet assumes an average return of 7 T6 mats.
Is there a solid basis for either assumption?
Well, 7 is what you get out of the forge on average but technically the recipe requires one so you actually net 6. Sorry if there was confusion there.
That’s very true – thank you for the clarification. That appears to be what the Egg Baron spreadsheet is assuming.
However, the calculations on the two sources are still different.
You can see on the detailed portion of the spreadsheet that Egg Baron does not include the cost of the 1 T6 mat when adding up the cost of the materials for the promotion. The revenue calculation is done using an average return of 6 – but since the cost of the 1 mat wasn’t included, that’s the net return (as you pointed out.)
But the website does include the cost of the T6 mat in the cost of the promotion – and then calculates revenue using a return of 6 mats. That means the website is assuming a net return of 5, not 6.
Just wondering which is more reliable – if we know.
Interesting – the website Vol posted assumes an average return of 6 t6 mats per promotion, while the Egg Baron spreadsheet assumes an average return of 7 T6 mats.
Is there a solid basis for either assumption?
No, only one account has the Eternity skin and another one has Twilight and Sunrise skins. Only one can, for example, choose to have permanent Twilight and only one can have a changing skin.
Look, I know it hurts – but don’t you think it’s impossible to improve anything if we take the position that it’s unjust that some suffered from what is improved earlier?
Look toward a brighter future, instead
According to the Wardrobe blog post:
If you have an item that has gone through skin progression, like a legendary weapon or one of the Spinal Blade backpacks from the “Escape from Lion’s Arch” and “Battle for Lion’s Arch” releases, you will unlock all of the skins in that direct line of progression. That means that if you made Twilight, you will have access to both the Twilight and Dusk skins across your entire account.
So, if this holds true for Eternity, an Eternity owner will gain the Twilight and Sunrise skins in addition to the Eternity skin.
We just don’t know yet if it does hold true for Eternity, and whether ANet intends for it to work that way.
^ I think you’re quoting the wrong post but :
They would be more common. Every time you are doing this, you’re either producing a set of Twilight and Sunrise from thin air without any work involved or making Teilight and Sunrise avaliable to 2 accounts instead of the normal 1. You could say its a duplication trick of sorts.
How is it available on two accounts now? You mean characters. I hope…
Think of it this way: let’s say I’m a guy who has 10 Ferraris. I can only drive one at a time. So in some small town there’s me and this other guy who have Ferraris. Everyone knows us. We’re the Ferrari guys. Me and this other guy buy 10 more Ferraris, because well, why not we’re loaded and like them.
That town will not see a single additional Ferrari at any given time. The most they could ever see driving around is two. Me and the other guy. Just because we have multiples of them, doesn’t mean there will be multiples around. It will still only be two max, at any given time. So the Ferraris are not more common because the same two guys have multiples.
Same goes with these legendaries. Just because the same people can now make multiples out of thin air (skins btw), doesn’t mean you will see them more now. They can only take one out at a time. To log in another character to show off their new legendary, would require logging out the first character. In the end it is the same number of people with legendaries…
The only change will be the increase in dual-wielded Legendaries, but even then, it’s the people who already had them that will be dual wielding them.
Nothing will change.
If 50 people had 50 Legendaries before 4/15, the same 50 people will now have 50 * # characters on account. But at any given time it will still only be 50 Legendary-wielding characters logged in.
Does that make sense now?
PS And yes apparently I quoted wrong person lol.
Your example certainly works for other legendaries. However, since you get the “precursor” skins when you unlock a legendary skin, Eternity causes a special problem because it is formed by combining Twilight and Sunrise.
Say Player A creates Twilight. He equips it and gets the skin in the wardrobe.
Next, Player A creates Sunrise. He equips it and gets that skin in the wardrobe too.
Player A then combines the Twilight and Sunrise in the Mystic Forge and creates Eternity. He does NOT equip it and sells it instead to Player B.
Player B equips Eternity – which gives him the Eternity, Twilight and Sunrise skins in his wardrobe.
1 Twilight and 1 Sunrise were created – but 2 accounts now have the skins. Hence the “duplication” concern.
World Boss schedule rollout clarification
Since the blog post does not say anything explicitly about this, and people have conflicting ideas, do we have:
- World boss schedule hits everywhere all at once on April 15, entirely separate from the gradual MegaServer rollout
- World boss schedule hits maps gradually starting April 15, tied to the gradual MegaServer rollout
Which is the case?
They just stated on a livestream that the schedule will start all at once – there will be no gradual implementation. They did not confirm that it will switch on the 15th, though that seems very likely.
I can see that, however, in my specific play time window I can do almost every WB. (2015-2330ish). Guesting is still an option, why not guest to an Eastern (or Pacific) server to get the events, and maybe a EU server if needed? It shouldn’t matter which one as they will all be linked via Megaserver, and you’ll not go over your guesting limit. Just an idea. There are still options for being able to do those events.
Yes I was refering mostly to the mega events, but the point I believe is the same. There is no reason you’ll not be able to do ALL of the WB on any given play schedule.
Guesting is not an option – ALL the servers/maps will be launching the same boss at the same time. If it’s Shadow Behemoth’s turn, Shadow Behemoth will be the only world boss launching – time zone and NA/EU have no effect on it.
If, for example, you can only play between 8:15 PM and 10:15PM PST – you will never see Claw, Golem or Ulgoth. No matter where you guest to (if guesting is even still possible), you will never be able to fight these bosses.
I understand that the schedule posted in the blog is what cause a major concern. However it IS subject to change for “tuning and new content”, as you mentioned. This means that if there are enough people OUTSIDE of that regional prime time specified unable to do the event, the time CAN and WILL change to something in between. So the main prime time players may have to wait until the middle or near the end of their window to play the event. The whole schedule is fluid. There is also the option of guilds poping the event. If a majority of your guild is on the same play schedule as you are, you can still do the event. I’m sure there is at least 1 officer on at any given time to activate it according to guild wishes. Not to mention that ANYONE can join in a guild activated boss event. I don’t think it’ll be too much of a burden for those unable to play during peak hours.
You appear to just be referring to the mega-events – those are the only ones with any flexibility due to the ability of guilds to start them. However, none of the other events allow this – the boss will start at the scheduled time, and if they are not killed in a set time frame, the event will fail. There is nothing fluid about the schedule for the non-megabosses. If you can only play during a set time, you will only see the same few bosses over and over and over. Hence the suggestions to increase the number of bosses spawning at the same time, or to shift the timing so the bosses will spawn at different times each day.
Update on Meagserver rollout. this might quell a few arguments and answer some questions.
That does not address one of the core concerns. Players with a limited-window play time will not be able to experience certain normal bosses at all with the new schedule.
At a bare minimum, please have the ‘low tier’ bosses run two at a time. As an added benefit, that should hopefully spread players out a bit too. [Edit – Or, just shift the low tier bosses by one ‘slot’ every day.]
Maybe, but we have no concrete schedule in place. All we have is, what seems to be, an example of a schedule. We do know that there is a 3 hour window for those bosses. Thats it. I would like to give the Devs more credit. They designed the game, they play test the changes long before announcment, and know what they are doing. Its hard to believe that a successful company would just roll out changes without any regard to how it will effect their player base and not take these issues into consideration. We don’t really know anything about the logistics of this system. Alot of assumptions are being made, and made mostly out of ignorance. Until the launch of the patch, and seeing it in action, we can only speculate.
No, ANet gave us the schedule – it’s right there in the blog post: “See the following schedule for the new twenty-four hour rotation schedule for our bosses.” They have said it’s subject to change for tuning and new content, but for now that IS the schedule.
Hello!
Here’s some clarification, as I understand that this whole thing is quite complicated to grasp.
- The roll-out plan ultimately include all maps in the open world, including the cities. The speed at which we’ll roll out the system will depends on how the system performs versus our expectations, but the goal is to ultimately cover the whole open world.
- The roll-out is done on a per-map basis. Once a map uses the MegaServer system, it uses it for all Worlds (that is the point of the MegaServer system). The “map population” I am referring to is the average population on the map across all Worlds.
Thanks for your comments!
— Samuel
Thank you very much for the clarification.
Could we also get clarification of how this will affect the announced schedule of World Boss Events? Some are in higher population zones such as Shadow Behemoth in Queensdale and others are in (likely) low population zones such as Ulgoth in Harathi Hinterlands.
Will the schedule be implemented immediately for all bosses on the 15th, regardless of whether the boss is in a zone that has had the Megaserver implemented? Or will the scheduled time for a boss only begin once the zone is included in the Megaserver?
On the schedule:
- It is not written in stone. We will adjust it as necessary.
- There’s lots of ways to go about this, but the current thinking is that it would be more convenient to plan for specific daily times rather than have a “sliding” rotation. We felt this was particularly necessary for larger events like the Triple Wurm and Tequatl.
- Although the old system had certain advantages, it had some major disadvantages as well:
- Although non-scheduled events are more dynamic, you have a low chance of encountering events with long cooldown periods. Although it was originally thought that big events would be happenstance and rare opportunities that players would stumble on and become immersed in, we found that many players enjoy this type of content as a mainstay of their GW2 experience. When they can’t access that content regularly, we have a problem.
- On the other hand, you may be aware of the external event tracking sites and have been using them play on regularly basis. This is a good approach in concept, but there’s some major pitfalls if you miss an opportunity to play because of a new build or encounter an overflow server.
- The intent of the schedule is to:
- consistently provide access to large scale content for players who want to play it
- deliver that content in such a way that players can plan and organize to prepare for it
- help ensure that there are always enough participants in the content
- help ensure that there is always enough server capacity to for all of the participants regardless of overflows, megaservers, etc
- There are still and will always be a large number of meta-events and bosses that are not on the schedule.
At some point, we would also like to introduce a messaging system in-game so that it’s always clear what world event content you participate in without having to utilize a resource outside of the game. I have no guarantee or ETA of when we might actually see this though.
This makes some sense… for Tequatl and Triple Wurm.
For the other bosses? Not so much.
What preparation/organization is required for them? You show up and hit “1” This change is going to magnify that, as the zerg is only going to multiply since it’ll be the only boss available at the time. (btw, when you say other meta-events and bosses will not be on the schedule…will those bosses drop guaranteed rares like the timed bosses? No? Then don’t expect them to be popular, or seen as a viable substitute for the timed bosses.)
How does this increase access to these bosses for those of us who enjoy this content? For example, if you can only play between 7-9 EST, you’ll NEVER see the Claw of Jormag, Golem Mark II or Taidha Covington. You’ve taken the possibility of missing bosses and made it a certainty.
I’ll take a little less convenience (all we have to do is keep using the API as we currently do…) in favor of access to multiple bosses rather than just 1 at a time.
Why limit us to only one boss being up at 15 minute intervals? What if they set it up so 2-3 zone bosses could spawn at specific times – ie, Shadow Behemoth, Dredge Commissioner and Shatterer all spawn at 6PM; Maw, Golem, and Covington spawn at 6:15, etc. It’s still on a set cycle with bosses spawning every 15 minutes – but offers more flexibility to the players. They could put different bosses on different respawn timers so it’s not always the same 3 bosses paired together – and the timing could be set so the boss isn’t always at the same time each day (one day SB is at 6PM, the next day he’s at 7PM, the next he’s at 6:30PM, etc.). The bosses would by necessity spawn more frequently, and it would give those with limited play time a choice of which boss to attack rather than only seeing the same few bosses each time.
Well i guess if they are confirmed in the wardrobe than that means that you can skin them which means you can dual wield with one craft?
We know that ANet can put restrictions on the skins though – you won’t be able to wear cultural armor on the “wrong” race, or heavy armor on a light armor user. It is possible that ANet could add a restriction that you can only dual-wield a legendary by owning that legendary twice. Those who have crafted/bought two of the same legendary for the purpose of dual-wielding them have been advocating for this. We simply don’t know yet how it will work.
We don’t know yet.
It seems clear that legendaries will be in the wardrobe AND be made account-bound. They’re two different things – if you craft Bolt and had been using it on a Mesmer, but decide you’d rather play a Warrior, the wardrobe will let you put the Bolt skin on a sword for your Warrior to use as you level, and then the account-bound feature will let you switch the actual Bolt with the BiS, stat-switching features to your Warrior once it hits 80.
But whether you can have Bolt in one hand and then re-skin another sword as “Bolt” to use in your off-hand? We have no indication yet if that will be allowed, and we probably won’t know for certain until the patch hits.
There is no precise confirmation, but the word “instead” in “As part of this change, we will convert all the existing ascended and legendary equipment that is soulbound to be account-bound instead.” compared to the previous blog post where they explained the wardrobe. If you want to comment on the use of the word “instead”, they weren’t saying what thought they were overwriting, but it would be automatically assumed, that they are doing this rather than putting it in the wardrobe system.
ANet specifically used Twilight as an example in the Wardrobe blog:
That means that if you made Twilight, you will have access to both the Twilight and Dusk skins across your entire account.
The sentence you cite from today’s blog is only saying that items that are currently soul-bound will now be account-bound. So if someone has Twilight on his/her Warrior, it can now be used on that person’s Mesmer instead. That’s it. There is nothing in today’s blog posts that suggests ANet will be dropping the legendaries from the Wardrobe.
If they’re going to account-bind legendaries, I think they should remove it from the wardrobe.
You get to share your legendary gear between characters since they are account bound so that’s not a problem anymore, and it would avoid problems such as the before-mentioned Eternity-making exploit to unlock 2 free legendaries.
The reasons people would complain now about removing them from the wardrobe would be either if you can’t deal with the effort of stuffing your sword into the bank when you want to switch playing on another character, or if you want to dual-wield legendaries without the effort of making 2.
You can only switch the legendary between level 80 characters – the Wardrobe will allow legendary owners to use the skin on alts that are still leveling. And since that will require plenty of charges to continually upgrade the weapon – why wouldn’t ANet want to encourage it?
Based on what Senbonzakura posted…
Would offering dual-legendary owners the choice of a second legendary SKIN of their choice be acceptable compensation? You would still have two actual legendaries – but now you’d have a second legendary skin that you could apply as you wished. Giving out these skins (they’d be account-bound) would likely hurt the legendary economy far less than unbinding the legendaries and allowing them to be sold – it also reduces the problem of “how do you compensate everyone equally when the cost of legendaries has changed over time?” All footprints, effects, etc would be maintained for legendaries and the copies, and everyone could dual-wield as they pleased.
Buy, build, whatever. You knew what I meant: the person in this situation owns two physical legendaries and therefore dual-wields them. Saving up the 2k+ gold required to buy a legendary is also a feat. However, obtaining only one legendary should not allow you to wield two.
Saving up the gold? It can take less than 2 minutes to get the gold to buy a legendary – it just takes a credit card. A legendary has NEVER been the mark of prestige it was originally intended to be since they can be bought on the TP and you can buy gems and convert them to gold.
If you have put the time and effort into building the same legendary twice, you will still know it. Your friends and guildmates will still know it. Will the random person running by in the world know? No – but they never knew it in the first place, since they had no way of knowing if you built or bought your legendaries. You still have the BiS benefits, the stat-swapping benefits, and the look of the dual legendaries. The only thing that will change is that others will have that look too. Will they have put the same effort into it as you? No, but how is that different from someone putting $500 – $1000 in gem purchases on a credit card and buying a second legendary?
As has been stated numerous times, account bound legendaries are not the point of contention. Being able to use the same legendary in both hands, thereby creating the illusion that you have built two when you in fact only built one, is.
And if someone buys 2 Incinerators, should s/he be able to dual-wield them? If s/he builds one Incinerator and buys the other, is it ok then?
The argument you present hinges on the premise that having a Legendary is an achievement that you earn, and that those who have not earned it should not have access to the same look. However, since Legendaries are purchasable on the TP by anyone who pays enough, that premise doesn’t stand.
Since ANet has always allowed the look of a Legendary to be achieved by someone who hasn’t built it, why would they prevent someone who has 1 Legendary the appearance of having 2?
Can someone please definitively clarify the scaling/lockout/reset mechanics?
Yes.
In fact, almost immediately after the dungeon is accessable this question will be answered. Which also happens to be the exact moment in time when the question actually has meaning.
It’s actually two questions:
1.) After you beat a fractal and move up in difficulty, will you be able to choose to go back down to a lower difficulty?
2.) Will the dungeon reset everyone’s difficulty scaling to 1 each week?
Only the first one will be answerable after the first teams clear the dungeon – but we won’t know the answer to the second until a week after the dungeon launches unless we get clarification. And since we’re currently seeing press articles that are offering conflicting information, it seems reasonable to be asking now for that clarification.
Best of all, the new ascended gear is NOT a random drop that only drops from higher difficulty levels! Instead, it’s paid for with tokens, and you get a guaranteed 5 token per fractal (15 per run). Even if you only ever farm a difficulty 1 run over and over and never try the harder difficulty levels, you can still earn your ascended equipment at the same rate as everyone else. That’s very very VERY casual friendly!
I’ve read through the guildwars2hub article a few times, and I’m just not seeing where you got the information quoted above. It does say that you get 5 relics per fractal – but the list of items from the NPC does not include Ascended rings. The only Ascended quality item is the “Gift of Ascension” – and I’d assume that is similar to the other “Gifts” you acquire from dungeons at 500 tokens. You can trade Relics for Infusions, it looks like, but those will be worthless without the Ascended gear with the slots for them. So where do you see that we can trade the Fractal Relics for Ascended gear?
I can understand and sympathize with the frustration felt by those intending to craft the Halloween exotics. I felt the same way when I first heard the exotics were dropping from the Labryrinth chests. It does kind of take the prestige out of the item by allowing it to be both crafted and randomly dropping. Before, you would have known when you saw an Arachnophobia, The Crossing, or Mad Moon after Halloween that someone must have gone through a lot of effort to make it. That someone might not be the same person wielding it – but you would have known that the only way that weapon could exist was someone collecting the Halloween items – running the dungeon for the Gift – getting lvl 400 in artificer, weaponsmith or huntsman – paying for all the lodestones. It would have been a signal of an accomplishment.
Now? When you see those weapons after Halloween, you’ll probably just think that someone just got lucky with a drop – or paid about 20-25 gold for it on the Trading Post over the holiday.
But at the end of the day – it’s just pixels – and when I craft The Crossing (since I can’t afford the 20-25 gold right now) I will know the effort I put into it, and so will my friends and guildmates, and that is what matters to me.
The Act 3 event is at 12:00 PM PST on Sunday the 28th – that’s 3:00 PM EST on Sunday, not 3:00 AM.
skullmount- I don’t have any pictures myself, but there are some on reddit.
Vzur- I recommend you go to my Halloween Act 1 thread and read about the PToT locations. That’s 85 PToTs a day you could be opening to increase your amount of nougat centers. =)
kmortonson – I only kept the possibility open for the Superior Sigils as I have not personally knew the acquisition of them. After doing some research into it, you are correct in that you can not craft these via mystic forge. With that said, I’m still a little hazy on how to actually get the recipe. I know they have a rare chance to drop from ToTs and PToTs. I also came across a mystic forge recipe on the forums: 250 candy corn + 25 Chattering Skulls + 25 Nougat Centers + 25 Plastic Fangs. Unfortunately, I have heard different things regarding the output of the recipe. Some say it’s solely for Major Sigil of Night recipe, while others say it has a chance to create either major/superior sigil of night recipe.
Gotcha – btw, thanks for a great thread, especially since there has been some confusion about what materials are needed for the crafting of these weapons.
I’ve seen that mystic forge recipe for the Superior Sigil of the Night on gw2db – but that doesn’t seem to take into account that there are three possible recipes depending on the crafting discipline. I even posted that as the recipe in a different thread and got told that it’s actually random – it could give you recipes, minis, candy… I don’t have the candy corn to spare at the moment to test it out, so I just bought the recipe I wanted on the TP after that.
It doesn’t make much sense to be able to make the Gifts and the Superior Sigils in the Mystic Forge – what would the point of having the crafting recipes be, then? Why would any of us gather the mats and spend the gold to learn the Recipe if we can get the same result without it just by throwing the ingredients into the forge?
So, yeah, you’ll need lvl 400 in either artificier, huntsman or weaponsmith depending on which item you’re going for – and frankly, if you’re going for Archnophobia or The Crossing, also having lvl 400 weaponsmith might not be a bad idea either – the Superior Sigil of the Night for weaponsmiths require Glacial Lodestones, which are MUCH cheaper than Onyx or Charged Lodestones.
The recipe above is not correct – it was made while we were still trying to figure out the final step in the crafting (getting from the Gift to the final crafted item). The reddit page has been updated: http://www.reddit.com/r/Guildwars2/comments/11ygfm/crafting_the_halloween_exotics/
You do NOT need:
30 Ancient Wood Logs
5 Fine Crafting Materials
You DO need, in addition to the stuff for the Gift:
1 Eldritch Scroll
100 Mystic Coins
20 Superior Sigil of the Night
Each Superior Sigil of the Night requires:
100 Candy Corn
1 Orichalcum Ingot
1 Lodestone (Type depends on if you have an artificer, weaponsmith or huntsman make the sigil)
1 Glob of Ectoplasm
The Recipe for the Superior Sigil of the Night appears to be a random drop from ToT bags.
So, you do only need Skulls and Candy – but you need 2250 Candy and 100 Skulls.
So there isn’t even a guaranteed way (other than buying it on the TP) to get the recipe for the Sigils of the Night? sigh Even better….
Thanks for the clarification, Rabbit.
So, if my calcs and understanding of the recipes are correct…then, it looks like the required Halloween items are:
Recipe for Gift of Souls:
250 Candy Corn
100 Nougat Centers
Recipe for Superior Sigil of Night:
250 Candy Corn
25 Nougat Centers
25 Chattering Skulls
25 Plastic Fangs
Superior Sigil of Night (x20)
100 Candy Corn each
So, in total:
2500 Candy Corn
125 Nougat Centers
25 Chattering Skulls
25 Plastic Fangs
before the event ends.
I just tried this as well with my lvl 80 necro and got similar results.
I went and fought lvl 15 deer in the Wayfarer Foothills – I turned off autoattack, hit one a few times, then put down Well of Blood (first with and then without Vampiric Rituals). When the grandmaster trait was on, I’d see two green numbers on the deer – and it was noticibly healing. If Vampiric Rituals wasn’t traited, I only saw one green number (the smaller of the two previous – which had pretty much no effect on the deer’s health bar). Since I was in the Well also (and the deer was attacking me), I’d see three green numbers when Vampiric Rituals was traited – two when it wasn’t.
My guess? For me, Well of Blood isn’t actively healing the enemy, but the life-stealing traits ARE – and the game is counting each tick of Well of Blood as a “hit”. So when both Vampiric Rituals and the minor trait that makes you siphon life on a hit are active: two heals to the enemy. When Vampiric Rituals isn’t active, it’s just the minor trait causing the (very minor) heal.
Thanks for finding this, TheBlackLeech – I hope they can fix it soon.
I feel like crafting, especially early on, is too much of a grind with little to no reward.
in Crafting
Posted by: kmortonson.2154
It sounds like this is what he is doing. I’m having a similar experience as the OP. I do jewelcrafting, for example, and in each tier I make one earring, one amulet, and one ring for each gem type (discovering each along the way). I also make one of each craftable jewels (using the filigree) and this STILL does not take you to the next tier. Also, I did all of my refining first (silver ingots, for example) to milk as much experience as I could before moving on to the discovery phase.
For example, I’m lvl 60 but only have lvl 135 or so Jeweler and I’ve already discovered every single recipe I can possibly make in that tier (I craft with the wiki page open making every possible item variation). In order to go the rest of the way to 150 to qualify to make Gold stuff, I will need to make a crap ton of silver stuff getting virtually no experience for it because I’ve already “discovered” that recipe.
Same with artificer. I’ve already discovered all 7 of the softwood recipes for staff, trident, focus, and scepter, plus numerous lvl 125ish potions (I didn’t have the raw mats to make ALL the potions, but I did about half). Now i’m stuck around lvl 130 and can’t get to seasoned wood until I lvl to 150, which will take forever and a load of mats to do (since I don’t get much experience anymore when making an already discovered recipe).
It’s very frustrating.
Bsquared – I sympathize with your frustration, but I just want to clarify something about your process. You say that you are discovering one of each ring, earring and necklace for each gem – and then discovering the filigrees for each gem. Great – but you’re right; that alone won’t get you to the next tier. Are you then using those upgraded jewels to discover the Masterwork level recipes for the tier?
For example, you take an Amethyst Nuggest and a Silver Filigree – combine them to get an Intricate Amethyst Jewel. You can then take that Intricate Amethyst Jewel, a Silver Setting, and a Silver Band to discover an Amethyst Silver Band (Master). It’s a different Discovery from the initial Amethyst Silver Band you would have discovered with the unadorned Amethyst Nugget. You can do this with the ring, earring and necklace for each gem type. If you are following what’s on the wiki – it can be easy to miss these since they don’t spell them out the way they do the regular recipes. These should get you to the next tier.
If you are already doing this – my apologies. Then I’m rather stumped on why you’re hitting a dead zone getting from Silver to Gold!