Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Crafted Things Are the Only Top Tier
ArchivedUser
Guest
Simply put …. No drops should ever exceed the capabilities of the best crafters. Weather it be armor, spells, or weapons. That is unless those very few artisans take unethical advantage of said product. In my experience, it should be seeking components to make the highest weapons or potions that make the game great. As a gnome tinkerer in ‘that’ game, I worked hard for days to get on a raid or solve a quest or search an area or solve a riddle to gain a rare spell. Let’s avoid the end game killing a boss … instead … let the little things drop as a puzzle.
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Comments
I love the idea of crafting professions actually being important for gear progression.
A good example for it working was Retail World of Warcraft. Some crafted gear there was best in slot for many classes and was even a necessity for specific raids.
That sounds great to me for legendary items. But I think the post is mostly concerned with non-legendary top tier which would operate similarly in terms of having to gather materials from powerful and dangerous mobs/bosses but less time consuming :P hahaha.
Unless they go the route of, "Harvest this node for several hours and you'll get blessed by the RNG god to finally get a legendary craftable material".
Personally I still like the idea of monsters dropping some of the best gear but this new take on boss materials will be interesting, certainly not new but I'm glad they cater to the player created gear. So raiders, group players and artisan classes all can maintain high gear, I'm still waiting to see if PvP players will be able to do the same. Or will that just be relegated to getting lucky and getting a rare material from a siege or caravan...
It is not the same thing as you will need a craftsman with sufficient skill, expertise and knowledge of the recipe to be able to create it even if you have all of the pieces.
We also don't know what crafting will look like exactly (we just know there won't be RNG in it) which may include skill based mini-games that may result in failure or bonus or something. This could mean failure (whatever that means) or some degree of success (also, whatever that means haha). Outside of legendary gear (which seems like an exceptional process anyways with only 1 legendary item of its name existing at a time), the craftsman you have in your guild or on contract could make a big difference in the gear you and your guild have access to. This is kind of key in making crafting a very important part of the PvX equation.
raid night chat
Although the most likely scenario is that members of your raid/guild would be specializing in different parts of crafting and they would be called upon for different bosses to be there to be a raid member as well as gatherer.