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You can have only one crafting skill.


prei

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To make it hard to fully equip yourself by crafting if you have only one character. The solution is to not have only one character. (Each character on your legacy may have a different crafting skill.)

 

Equiping yourself via crafting is only useful while leveling if you skip all the loot boxes from heroic quests.

After lvl 70 you get your gear from either command crates or from ops tokens. Occasionally you want to craft

246 implants, earpieces and relics for your alts.

 

I would very much like to have Biochem as a secondary crafting skill on my characters, who have at least

2 specialisations, like dps&tank or dps&heal.

I also don't want to drop my current proffesion to lose all the schematics.

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Equiping yourself via crafting is only useful while leveling if you skip all the loot boxes from heroic quests.

After lvl 70 you get your gear from either command crates or from ops tokens. Occasionally you want to craft

246 implants, earpieces and relics for your alts.

 

I would very much like to have Biochem as a secondary crafting skill on my characters, who have at least

2 specialisations, like dps&tank or dps&heal.

I also don't want to drop my current proffesion to lose all the schematics.

You have just answered your own question. If a second crafting skill were to be permitted the most likely choice would be biochem. And they spent a good chunk of resources "rebalancing"/"redistributing" what skill crafts what and removing consumables so that one crafting skill is NOT the default choice.

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You have just answered your own question. If a second crafting skill were to be permitted the most likely choice would be biochem. And they spent a good chunk of resources "rebalancing"/"redistributing" what skill crafts what and removing consumables so that one crafting skill is NOT the default choice.

 

Yeah, I get the general idea of having only one crafting proffesion.

Since they reintroduced the reusable biochem things, biochem was not that lucrative, if at all.

 

Synthweaving and armormech give you augment kits and augmets, armorings if needed.

Armstech gives acc augments and barrels if needed, cybertech mods and enhancements.

Artifice has mostly cosmetic stuff.

 

None of those bring any cool reusable gadgets like biochem does to the endgame though.

I would like to see those crew skill get some proffesion only gadgets aswell, to make

them appealing as biochem is now. Or the ability to have two crafting crew skills,

wich would work for me aswell.

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A limit of one crafting skill per character is reasonable, but I do wish they allowed three crew skills per character in addition to a crafting skill so that crafters could take all three crew skills that are needed for their chosen crafting skill.

 

As an example, Synthweaving for instance makes use of archaeology and underworld trading mats (used in just about everything they craft) but also slicing. Slicing mats are needed to make augments and armorings. Unfortunately you can't take all three unless you spread the three crew skills across more than one character, which is what many people do.

 

The current system is a bit unfriendly to new crafters who may not necessarily have an alt yet to take and level up that third crew skill they need.

Edited by Aeneas_Falco
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A limit of one crafting skill per character is reasonable, but I do wish they allowed three crew skills per character in addition to a crafting skill so that crafters could take all three crew skills that are needed for their chosen crafting skill.

 

As an example, Synthweaving for instance makes use of archaeology and underworld trading mats (used in just about everything they craft) but also slicing. Slicing mats are needed to make augments and armorings. Unfortunately you can't take all three unless you spread the three crew skills across more than one character, which is what many people do.

 

The current system is a bit unfriendly to new crafters who may not necessarily have an alt yet to take and level up that third crew skill they need.

While you are correct that in large part players create alts to fill in the gaps in crew skills, that is not the intent of the design. The intent is to promote crew skills interaction - AKA promote trade - between players. And in the beginning - six years ago - when alts were scarce and players wanted stuff crafted it worked. Six year later and all veteran players have corrals of characters and if they want to craft they are self-sufficient.

 

And I agree that for new players crafting is difficult to get into, but show me a game with a crafting system that is truly EASY to for new players to jump into; in other words show me a game where a new player is introduced to the crafting system and can immediately craft useful items for that character or those around them. In all the games I have played crafting ALWAYS takes a significant investment in time and game currency.

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And I agree that for new players crafting is difficult to get into, but show me a game with a crafting system that is truly EASY to for new players to jump into; in other words show me a game where a new player is introduced to the crafting system and can immediately craft useful items for that character or those around them. In all the games I have played crafting ALWAYS takes a significant investment in time and game currency.

In Guild Wars 2, the hard part for beginning players is acquiring the resources - crafting is straightforward and rapid, although you do have to visit a crafting station to do it.

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  • 2 weeks later...
To make it hard to fully equip yourself by crafting if you have only one character. The solution is to not have only one character. (Each character on your legacy may have a different crafting skill.)

 

This is what I do. Between my characters, I've got all skills except synthweaving. Every four levels, my scoundrel I'm leveling gets some new mods for his gear and weapons. :) Comes in handy, especially since said scoundrel just has scavenging, archeology and slicing for making money as he levels.

Edited by Gorione
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