Glorious Alpha Two Testers!
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.
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.
Nerf was too strong
chipthomas
Member, Alpha Two
in Artisanship
The rarity scaling nerf was like 20% to strong IMO
We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.
Please reconsider dialing it back
We have a 50 man guild of gatherers and crafters that support 70-100 pvpers & we invested dozens of hundreds of hours gathering materials to be nerfed too severely.
Please reconsider dialing it back
2
Comments
Has no sense tell crafting is end game, no because when the lvl will be 50 if a crafter can’t sell item before end game crafting how he can effort to upgrade the skill?
The game is not only pvp, remove the crafter and gatherer, city will never upgrade.
CLICCA QUI PER UNIRTI ALL'ORDINE
I think it might be valuable to see ore spawns increased slightly and pull back the nerf by a little bit. Legendary weapons don't really feel "Legendary" now, they feel more akin to a status symbol.
I honostly would either make mob drop items alot rarer with phase 2 or have mobs only drop white quality items which is what i think would be best.
Seems like TTk though is in much better state after the nerfs but yeah i think mob dropped items need a nerf to white quality or to be much rarer
CLICCA QUI PER UNIRTI ALL'ORDINE
CLICCA QUI PER UNIRTI ALL'ORDINE
I think good scaling would be having a legendary level 10 shortbow equal a rare level 20 shortbow.
Also the difficulty of making legendary items in general was far too easy. The damage was already done though so its not exactly a fix at this point.
I feel like it was more of a need to scale back weapon dmg a fair bit on heroic-epic-leg (10-20-30%), but increase stats from armor to make people more survivable. Now it just made PvE that much more difficult for the average player.
Granted, for me, who played 90% of the game in white/green, and only tried legendary weapons for 2 hours, I can live without it, but for sure it takes away any incentive I had to gather for legendary weapons before level 50 now. Which kinda ruins a bit of the fun doesn't it? Pretty sure I am not the only one.
I guess for now this puts us into just killing monsters for gear from level 1-49 upon release and focus on the level 50 stuff. Maybe buy the white gear when you can. Because what is the purpose of putting all that effort into gearing while leveling if you basically can just rush the next bracket and power through it anyways.
But without being too whiny, maybe they will scale some of it back a bit in the end. Who knows.
infact this is the problem, the scaling of the lvl of the pg is too fast respect the leveling of the crafting, than the future system if wil lbe like they describe in the wiki there you can have the house only at lvl 50, you can't craft item from lvl 30 to 50 until you are lvl 50, so the crafting will be useless. In the game there are people that like pvp good, but there are people that like crafting, remove the crafting you will lose all the meaning of the city, the city will never grow because the crafting people have no meaning to craft. I realy hope they will found something in this 3 week otherwise the population of the game will be drastically reduce. Sure we are in alpha but not focus the think only in the pvp. I see most of the test was for the node war and the pvp content, the gathering and craft was abandoned from the focus but you must try to bring both together. Like me there will be many other people that from the 20 will not start crafting is the thing doesn't change you can rush to lvl 25 and after we will stop test and play because there no thing to test for us that we like to test.
CLICCA QUI PER UNIRTI ALL'ORDINE
the best crafted previous tier should be better than the best random drop of the next tier but worse then the one up of crafting (i think thats heroic) so if a lvl 10 legendary was in between epic and heroic lvl 20 it would be perfect as getting the materials to make a lower lvl high tier is not trivial, and the strength of the nerf means that crafting is relegated to late game which is not ideal as its faster to get a blue through grinding mobs
There's a lot of crafters saying this but honestly think about this for a moment. Max level currently is level 25 and you have people soloing bosses, one, and two-shot tanks with auto attacks (in defensive stances) because of the stats that are being provided (and we don't know if it was soft or hard-capped).
I'm of the mind frame that a novice and apprentice crafter should not have access to making these types of statted weapons or armor until they hit Master or Guru levels of crafting. Also, I don't care what level we are (25-100), overland bosses (Especially dragons) should not be able to be soloed.
the issue isnt people being able to solo bosses and all that (you can 3 man firebrand in green and blue mob drops aswell) thats a mob balancing issue not gear.
The issue is now that mob dropped gear is way to close to the level of crafted gear and crafted gear is a hell of alot harder to pop out than mob drops atm. If they nerfed all mob dropped gear to be white quality or they stop dropping gear then the rarity scaling is fine as is however at this current way it is crafting kinda feels meh since mob drops are way to similiar to crafting which take alot more time and effort to pop out a blue+ quality drop over the time it takes to get one dropped.
For comparison atm to go from lvl 1-10 in the following
Gathering = 450-530 nodes harvested depending on ur luck with quality (hunting is less since it give more xp per harvest but harder to find)
Processing = think its like 900 items processed atm but cant remember exactly atm (tanning may be less)
Crafting = 400 items crafted
and lvl 10-20 is 4 times the above amount.
I dunno bout you but seems better just to farm mob drops that is like 10-15% weaker than an epic crafted piece
How productive, what a clown
Mobs dropping only white sounds good.
It helps gear players but never replaces the quality you can get from crafters.
Also if the power rating scaling was non linear after a break point, and went from 3:1 to 2:1 to 1:1 after certain break points - it’d give a slight extra benefit to those Epic Leg crafted items with the top tier power
At that point a legendary 10 would equal a normal 30 no ? Like don't get me wrong we are only playing through the first level which means that overall our perspective is limited. But I kind of feel that if you having a regular legendary 10 - nothing added with a special recipe that makes it some kind of special legendary craft - then it should be at best a regular level 20.
If you start getting that special crafting recipe that unlock a unique type of shortbow - then I would consider green, but other then that it would means that level 50 with a basic legendary craft - no special item, just a guild of crafter backing them, would be lvl 60 + in reality ?
That'll be no fun when they start jumping on your ass.
That's pretty much where we are now, and it's terrible. I've mostly ground 1-star humanoid mobs solo, and it's almost all white items. There is an occasional green, and one blue, once. A shield....Now level 22, and it feels pretty pointless.
Most of my gear is green/blue and bought from the marketplace and none of it is crafted. Made the money from selling of whites on marketplace and vendored glint.
The startup lag of crafting (still no journeyman gathering tools) is killing early development.