Artisan classes trees need rebalancing - Player Discussion
Just to be clear, I am not talking about the classes themselves, just the trees (Gathering, Processing, Crafting)
The reason I feel they need to be changed is the imbalance in number of options (particularly the Processing side. Let me explain how I see them:
Gathering: collecting raw materials from the world
Processing: refining the raw materials into craftable materials
Crafting: using craftable materials to turn into items
I think we can all agree thats the way it makes sense to be. However, thats not how the current trees look like. Only the Mining-Smelting-Armour Smithing/Weapon Smithing/Blacksmithing follow this (however, i dont really understand what is the difference between Blacksmithing and weapon+armour smithing, but whatever, maybe they will explain at some point)
If we are to follow this, basically there needs to be added a lot more to the Processing tree, processing wood or plants into items that Carpentry or Alchemy can use. However that will add more classes, so no-no.
Then I say, let's rebalance the trees:
The Gathering Tree is fine as is, all professions there make sense
The Processing tree should be like this: Smelting, Scribes, Cooking, Alchemy.
The Crafting Tree would lose Scribes, Cooking, Alchemy, but gains Animal Husbandry.
Let's look at them one at a time:
-Animal Husbandry: this profession is linked with the Taming on in Gathering. Taming gets the raw materials (in this case: animals) and Animal Husbandry creates the final product. This would make it on par with the Lumberjacking-Carpentry connection, as in essence they are the same.
-Scribes: Scribes can create scrolls, books, enchantments (by the wiki), which means that they are linked to other crafting professions, like Weaponsmithing (the enchantments). So, in essence, the tree would be Mining-Smelting(+Scribing for extra effect)-Weapon Smithing. This is how it would be used in game so it creates an effect to be added rather than a final item. (i know scribes will be able to other stuff as well regarding the map and stuff, but that is extra, I am talking specifically about the utility in crafting)
-Cooking and Alchemy are similar, yes, they can go into the Crafting Tree as they make a product that is useful on its own (potions and food), however, it would be used as a buff rather than a standalone item. Plus, we need to add some stuff here.
HOWEVER, the easiest way to fix this would be deleting the Processing tree, adding Animal Husbandry to the Crafting Tree and removing Smelting as a profession, adding it to the Mining one, letting those that mine the ores to make ingots, the same way I imagine Lumberjacking profession allows to turn logs into planks for example
Last thing I wanna address is the fact that we can master one Artisan Tree and 2 professions within that tree. So, for example, Fishing+Mining or Alchemy+Carpentry.
I think this is a bad idea as it deletes the ability for a player to master a full crafting process. There is no way to master Lumberjacking+Carpentry, even though, as a Master in Carpentry, it would help a lot to also be a master in Lumberjacking so you can get what you need exactly. Also, the fact that I can be a Master Carpenter as well as a Master Alchemist makes no sense, they are waay to different.
I understand the original reasoning, making it social so that players have to interact with each other more. However this is my proposal: You can chose 2 professions to master that are in different trees. So you can choose Lumberjacking+Carpentry and have full control of the process, be able to go get top tier materials and craft them into top tier items. However, the social aspect will still be present because then you need players for all other professions.
I feel it makes more sense this way and keep it more "realistic" (not fully realistic as IRL people would master just 1 thing, but c'est la vie).
What do you all think about this? How should the trees be changed or should they be changed at all?