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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Gatherable Rarity Issue
Ghostgg
Member, Alpha Two
I want the devs to be aware of what is, IMO, the largest problem next to having T2/3 nodes that literally no one can gather: rarity across gathering professions.
Specifically hunting. As we are nearing the stage where we can start pumping out level 10 crafted gear the value of rare+ materials is going to sky rocket. This is achievable for things such as mining/herbalism where you can get heroic+ materials consistently, though not commonly. Hunting just isn't that way.
For perspective I've leveled mining and hunting to about apprentice each. I have a few (maybe 20) items heroic-legendary quality metals/stone with a spread that makes sense, I have only ever found a single rare carcass/animal.
FOR EXAMPLE. I'm a fighter, lets say I have the choice between belts to craft. I want either Bear Hide Belt or Ashen Haunt's Belt.
https://ashescodex.com/db/item/Gear_Armor_Heavy_AshenHaunt_Waist
https://ashescodex.com/db/item/Gear_Armor_Medium_BearHide_Waist
Crafting this is uncommon/common they are similar. But the reality is getting the 2 bear carcasses as heroic or higher for the bear hide is not even remotely comparable to getting the 2 bronze ingots as heroic. I'd go as far as saying when you're going for higher tier items that bear hide requirement makes the Bear Hide Belt unviable. Basically impossible. I'd compare making a heroic Bear Hide Belt to a legendary Ashen Haunt Belt.
I was wrong on this, it does only require a single carcass in most cases. Finding a heroic+ carcass is still extremely rare and I don't think anyone in our entire guild has found an epic+ so the point still stands.
Proposal: Just bump the rarity of animal parts significantly.
Before anyone mentions tools giving bonuses to rarity this comparison is base value vs base value, a fair comparison. If tools rarity bonus becomes too impactful with the higher baseline rarity for animals then reduce the rarity bonus on the tool for hunting tools only.
Specifically hunting. As we are nearing the stage where we can start pumping out level 10 crafted gear the value of rare+ materials is going to sky rocket. This is achievable for things such as mining/herbalism where you can get heroic+ materials consistently, though not commonly. Hunting just isn't that way.
For perspective I've leveled mining and hunting to about apprentice each. I have a few (maybe 20) items heroic-legendary quality metals/stone with a spread that makes sense, I have only ever found a single rare carcass/animal.
FOR EXAMPLE. I'm a fighter, lets say I have the choice between belts to craft. I want either Bear Hide Belt or Ashen Haunt's Belt.
https://ashescodex.com/db/item/Gear_Armor_Heavy_AshenHaunt_Waist
https://ashescodex.com/db/item/Gear_Armor_Medium_BearHide_Waist
Crafting this is uncommon/common they are similar. But the reality is getting the 2 bear carcasses as heroic or higher for the bear hide is not even remotely comparable to getting the 2 bronze ingots as heroic. I'd go as far as saying when you're going for higher tier items that bear hide requirement makes the Bear Hide Belt unviable. Basically impossible. I'd compare making a heroic Bear Hide Belt to a legendary Ashen Haunt Belt.
I was wrong on this, it does only require a single carcass in most cases. Finding a heroic+ carcass is still extremely rare and I don't think anyone in our entire guild has found an epic+ so the point still stands.
Proposal: Just bump the rarity of animal parts significantly.
Before anyone mentions tools giving bonuses to rarity this comparison is base value vs base value, a fair comparison. If tools rarity bonus becomes too impactful with the higher baseline rarity for animals then reduce the rarity bonus on the tool for hunting tools only.
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Comments
Will also point out that with hides, 1 skin = 5 hides after crafted
Oh I hadn't realized that last point (didn't do tanning just lumbermilling/stonemasonry/metalworking) I'll edit it. Thanks!
So I agree, I'm not saying buff the total amount of rare materials, I want them to be similar across the crafting professions as they produce similar results. It doesn't make sense that two comparable armors are vastly different in crafting difficulty to me. I suppose an alternative would be to nerf the rarity of mining/herb/etc, but then that would exacerbate the finding vs crafting gearing options, which is already a hot topic.
Like OP though, rare skins were my bottleneck. I had enough uncommon and rare copper/zinc to make several pieces, but got nothing but common skins.
Until Monday, which makes me think they changed something. I then got got several uncommon and rare carcasses. Other mats seemed to be too high though, got 5 legendary copper and half a stack of epic copper all on Monday alone.