Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Artisan balance
Traxx
Member, Alpha Two
Right now crafted gear is pretty much non-existent because you can find better gear than you can craft in a much shorter time than it would take to grind crafting up high enough to make that gear. I've felt and heard from many others that crafting is pointless at this stage, especially when it comes to crafting armor/weapons/jewelry.
XP needed to level a craft is just way too high, at the same time lowering that XP too much can swing things the wrong direction. Its an all or nothing system right now. As a possible balance, how about controlling which rarities can be crafted/processed/harvested as you progress from level 1-10. This in combination with drastically reducing the XP required to level a craft would allow you to actually craft gear for your group before they power-level to level 10 gear while you're still making starting gear
For example:
Level 1 - Common
Level 2-3 - Uncommon
Level 4-5 - Rare
Level 6-7 - Heroic
Level 8-9 - Epic
Level 10 - Legendary
This gives more control to the balance of crafting your gear vs finding it. At the same time you earn a sense of accomplishment for reaching those levels between 1-10 or 10-20.
The pieces are there for a great crafting system. They just need tweaking and balance to be more compelling than grinding out X amount of raw material and waiting X*1 minute of processing time only to sell it for below cost to an NPC in an attempt to recoup your losses all so that maybe you can make that level 10 gear before your group is level 20 and doesn't want it anyway.
XP needed to level a craft is just way too high, at the same time lowering that XP too much can swing things the wrong direction. Its an all or nothing system right now. As a possible balance, how about controlling which rarities can be crafted/processed/harvested as you progress from level 1-10. This in combination with drastically reducing the XP required to level a craft would allow you to actually craft gear for your group before they power-level to level 10 gear while you're still making starting gear
For example:
Level 1 - Common
Level 2-3 - Uncommon
Level 4-5 - Rare
Level 6-7 - Heroic
Level 8-9 - Epic
Level 10 - Legendary
This gives more control to the balance of crafting your gear vs finding it. At the same time you earn a sense of accomplishment for reaching those levels between 1-10 or 10-20.
The pieces are there for a great crafting system. They just need tweaking and balance to be more compelling than grinding out X amount of raw material and waiting X*1 minute of processing time only to sell it for below cost to an NPC in an attempt to recoup your losses all so that maybe you can make that level 10 gear before your group is level 20 and doesn't want it anyway.
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