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Crafting is well and truely ****** in BoL

Discussion in 'EverQuest II General Discussion' started by Mermut, Dec 24, 2019.

  1. Mermut

    Mermut Well-Known Member

    Handcrafted gear is identical to free gear AND tagged No Value --> absolutely a waste of time to make, since the freebie gear is actually better, since it comes with white adorns

    Mastercafted gear is WORSE than solo quested gear
    But it gets better..
    a) mastercrafted weapons cannot be turned into weapon essences
    b) mastercrafted gear, when salvaged does not yield infuser bits but instead 'uncommon lunar material'
    c) mastercrafted gear, when transmuted, does not yield adorning materials, but instead, 'uncommon lunar material' (more on 'uncommon lunar material shortly)

    Mastercrafted Fabled gear is inferior to bottom level heroic gear an a 'side grade' to solo quested gear, better in some stats worse in other
    but..
    a) it takes TWO super super extremely rare 'shadowed' rares
    b) it takes 30-75 'uncommon lunar material' as fuel (yes.. that thing that all MC gear transmutes and salvages to) - so this crap ass stated MC Fabled gear takes 60 150 EXTRA rares as fuel

    The advanced scholar books do not have experts in them.. they have adepts. Which take 2 rares (depending on archtype and those are changed from standard as well) plus 1 of 2 completely random (from art to art) food rares.

    Experts are in the same vanishingly rare books that have the useless mastercrafted fabled recipes... and take 2 shadow rares and 1 of 2 random food rares.


    Shadow Prospecting (how one, in theory, gets shadowed rares)
    Buff on the TS sigline reward (a 2-handed weapons with zero stats asude from a mere 25 harvesting skill, which doesn't help with shadow prospecting)
    This is a clicky buff.. that lasts for 5 minutes to let you see the 'shadowed nodes' It has a 2 HOUR reuse
    The clicky is currently broken and is letting people (sort of) harvest shadowed nodes for the full 5 minutes. It is SUPPOSED to shrink to 30 second the moment a shadowed material is harvested.
    But it gets better...
    a) If you zone or swap the staff out.. poof goes the buff.. try again in 2 hrs
    b) Shadowed nodes have 1 pull of 1 material in them. And the 'shadowed commons' are tagged as rare... the shadowed rares have no sparkle on their icon and have the exact same text and tag as the shadowed commons.
    So a bunch of people 'think' they're getting shadowed rares, when they're just getting shadowed commons.
    c) Shadowed nodes can completely overlay regular nodes, so you end up having to 'waste' time clearing out the normal node to get the the shadowed one.
    d) If you find only a few or no shadowed nodes? Oh well, try again next time
    e) We have 25/600 'shadow prospecting skill'.. and it is not skilling up, at all, for anybody.
    *this was not tested during beta because Caith didn't itemize the staff until after beta was done, and then the components to make the staff were locked behind research so they couldn't be purchased until the Friday after beta, so there was zero chance of 'testing' this out before all the devs left for the holidays.


    Whoever authorized and implimented this.. thing.. they're calling tradeskilling this expac isn't only destroying ALL value of crafting this expac aside from consumables, they're also crippling the 'non elite' adventurers that use Mastercrafted gear to break into heroics, to make infusers and adornments to improve their gear and everybody that uses experts to be effective in zones.

    It's ironic that they seem to think that making crafting (and therefore crafters) useless isn't going to have far reaching negative effects. The tradeskillers are generally laid back easy to please folks.. and they're among EQ2s most dedicated players.
    Raiders are apt to jump ship whenever the grass looks greener and/or they're bored. Crafters stick it out.
    Useful crafted goods keeps people in game harvesting.. it provides useful good to keep adventurers in the game. It provides player interaction, if only on the broker, as people buy things from other people.

    But sure, make crafting totally worthless this expansion. What could it possibly hurt?
     
    Last edited: Dec 24, 2019
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  2. Fuli

    Fuli Well-Known Member

    Well, we knew Caith was suppressing unpleasant stuff in Beta. They always do.

    I can see maybe several things going on here. The obvious one is the cash shop. Lots of the mechanics you describe are likely intended to drive people right to it, and not just the ts crowd, but for spell research and infusers.

    That leads to a second plausible component: the desire to eliminate crafted gear and spells altogether and eventually limit ts to deco.

    Lastly, maybe all this their idea for getting people out guild halls and into the world. Funny that they never seem to consider that when you're selling entertainment, it's generally not smart to bore people to death.

    Dunno what their reasoning is, but if there is one thread common to all the dumb stuff DBG does, it's that they prioritize solutions to their problems first, and the satisfaction of their customers is a distant second.

    It's like it doesn't occur to them that flipping their priorities is the stable solution.

    If what you are describing sticks, that sucks.
     
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  3. Mermut

    Mermut Well-Known Member

    Except last expac, when mastercrafted weapons were useful all expac for weapon essences, people were constantly out 'in the world' HARVESTING, for rares and commons to make those weapons.

    Also, the lack of useful MC wearables, means a whole segment of players that have no chance to get into heroics, so fewer people 'out in the world'.
     
    • Agree Agree x 3
  4. LuranEQ2

    LuranEQ2 Member

    No, no, no. It's not even second. It's an unexpected accident if they ever actually make customers happy, and it sets of warning bells that they've done something wrong. They've never moved faster than to undo something that actually makes people happy.

    Example: Some people might be "happy" the buff doesn't cut to 30 seconds like it should. So Tuesday they'll patch that right away, and break it so the buff instantly cancels when cast (you didn't think they'd test their fix, did you?). Then they'll shrug and say ohes-noes, holiday break and post-expansion vacations... then maybe look at it again in early February. At no point will any fix be attempted for the skill not leveling up, since that's already bound to make people unhappy.
     
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  5. Sweatypie

    Sweatypie Active Member

    The most stupid thing was releasing right before a major holiday season.

    Reason 1) Almost no players around
    Reason 2) No bug fixed until mid January
    Reason 3) Not enough time to iron out issues before launching the expansion
    Reason 4) No major changes to the content until at least February
     
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  6. Alarra

    Alarra Active Member

    I saw that the shadow skill was levelled up by the sigline quests, are they affected by the weekly/daily quests?
     
  7. Alarra

    Alarra Active Member

    I was looking at the MC gear and was like, what is the point of making that? It's worse than quest gear in terms of resolve, didn't look too long at the potency though.
     
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  8. Mermut

    Mermut Well-Known Member

    Nope. When you finish the sig line you're a 25/600 shadow prospecting skill. Those are scripted skill increases. Nobody has skilled up beyond that.

    There isn't any point. The shadowed gear is barely better. This was pointed out, repeatedly, in beta and ignored. The crafted (worn) gear has been deliberately made totally worthless
    Examples: solo quested / MC / MC Fabled aka shadowed
    [​IMG]

    The No Value tag WAS removed on live.. but that's not useful, since they don't salvage to infuser bits nor transmute into adorning bits.

    Also, by the time you finish the sig line, you have a full set of 155 resolve gear... which is far better than MC and, aside from resolve, is better than MC Fabled gear.
     
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  9. Alarra

    Alarra Active Member

    It seems that the potency is higher on the MC fabled. So, you can do experimenting on it and come with a lot more.
    However the process, it would probably be simpler to just slap on some quest gear and run heroics than to even attempt to make even one of those.
     
  10. Mermut

    Mermut Well-Known Member

    Reforging into potency on experimented gear to get a massive potency boost doesn't work any more.
    And the screenie shows resolve 150 gear. Resolve 155 gear has better stats. Enough so that it puts it's potency over the MC Fabled gear.
     
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  11. Alarra

    Alarra Active Member

    Sorry was talking about the 160 resolve MC fabled, and using experimentation "boosts" to increase potency not reforging.
     
  12. Mermut

    Mermut Well-Known Member

    *nod* I understand. But by the time you finish the adventure sig line you have a full set of 155 resolve gear. The screenie above is 150 resolve quested.
    The 155 quested gear has more potency than 160 at base, at least. Since experimenting does 5% more potency the first time, 2.5 the second, etc. It MIGHT endup with slightly more potency if you experiment with it 3 times. But you'll still be short on other MC Fabled stuff uses uncommon lunar material as fuel... 50-75 of it... and the only way to get uncommon lunar material is to transmute or salvage 'regular' MC gear.. that means in addition to the shadowed rares, you need 100-150 MORE rares (plus fuel costs) worth of MC gear.
    There is NO way that it makes any sort of sense for that kind or materials cost for something that, with even more time and effort to experiment, will be, at best, marginally better than gear any toon that simply does the sig line will get.
     
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  13. Tekka

    Tekka That Village Idiot

    This is just... I don't have enough profanity to express myself properly.

    For those still playing EQ2, I'm honestly sorry, especially the crafters. This is terrible.

    It looks like it also means Siggy is going to have to update her 'Everything Is Fine' guidebook, since it relies HEAVILY on utilizing crafted/mastercrafted gear in several aspects.

    ✌❤️:)
     
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  14. Sweatypie

    Sweatypie Active Member

  15. Fuli

    Fuli Well-Known Member

    Oh, no-no-no.

    According to Mermut, you can craft kinda almost equal gear to the sig line gear by harvesting 8 gazillion rares to create mc gear, to deconstruct said 1 gazillion peices of mc gear into these shadow fuel and shadow rares thingies.

    Or maybe it's the shadow harvesting skill thingie where you can make one harvest an hour on non-existent nodes or whatever it is. This is all too complicated for a simple, not very bright Brigand.

    None the less, everything is indeed just fine!

    I mean no excuses,. No effort, no reward.

    Edit:

    You know things are f****d when even Niami is ticked off.

    I mean, Mermut always gets dangerously close to beyond annoyed this time of year, but Niami is generally ok.

    This year, she's clearly frustrated.
     
    Last edited: Dec 26, 2019
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  16. Anaogi

    Anaogi Active Member

    Actually checked the threads. Dear God, even Siggy is having trouble defending the TS this time. That's...not good.
     
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  17. Tkia

    Tkia Active Member

    She's been frustrated before but she's pretty much been obliged to toe the party line. But the fact that this time her frustration is publicly visible, and is being shared by Siggy, really does indicate just how bad things have become.
     
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  18. Meneltel

    Meneltel Active Member

    If I was petty and mean, I would make a comment about perhaps Siggy and Niami and others need to get bribed more to keep spouting the party line. I mean, if they don't believe, they wont keep drinking the Kool-Aid, now will they?

    Okay, since im channeling Meneltel, she IS that petty and mean. What do you expect? She is a Shadowknight!

    Edit: Delete if it went too far, please.
     
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  19. Fuli

    Fuli Well-Known Member

    I'w willing to bet the skill-up problem is a bug. The gear will probably be adjusted to be slightly better than the solo stuff.

    Anything rng-based is likely to stay where it is, because that's how they make their money.

    But then again, maybe not. Could be this year's version of healing mechanics.
     
    Last edited: Dec 27, 2019
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  20. Mermut

    Mermut Well-Known Member

    The problem with the quality of MC gear was repeated, early, in beta.
    Caith found the time to change experts to shadowed materials and put adepts into advanced books.
    He found time to strip the No Value tag from (much) crafted gear between beta and live
    He found the time to change the fuel on shadowed recipes to the 'uncommon lunar material' from the normal fuel the recipes were tested with on live

    He did not find the time to make any crafted gear worth wearing
    He did not find the time to normalize the rare foods used in adepts and experts
    He did not find the time to test and make sure shadow prospecting actually worked
    He did not find the time to add 'procs' to the various potions that do anything besides cure or heal (power/health).
    He did not find the time to add 'procs' to the tinkered item that dispels

    It wasn't lack of time.. it was a matter of what he decided was most important. And apparently f-ing things that has been tested and working up was more important than fixing things that were broken.
     
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