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Alpha Two Phase II testing is currently taking place five 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.
Scale artisan quality and quantity rating by tier - give crafters a reason to make their gear early!

Currently artisanship stats (rarity, quality, quantity) are static across most crafts: With legendary mats, you will need x amount of quality to get a "max roll" legendary. Currently, that quality is impossible to reach
It seems the idea is that you will be able to hit these "max roll" items later in the game when we have access to master and grandmaster profession gear and consumables.
I think that system kind of sucks- rather than having crafters savor in the grind of trying to get legendary materials to build the best shirt and pants possible so they can push their items to the absolute max, they are eschewing those systems entirely to wait for later breakpoints. They are foregoing a main mechanic in the crafting ecosystem for good reason
A comprehensive solution would be to scale the quality based on the tier of the craft.
A full legendary ensemble of t1 (level 10) artisan gear and consumables should be able to max roll a legendary weapon.
A full ensemble of legendary metalworking should be capable of proccing epic tin into legendary tin.
If those recipes and gatherable have their quality formula scaled down to match the ratings of appropriate gear, there is always an incentive, at every stage of profession and node development, to use the artisan equipment.
It seems the idea is that you will be able to hit these "max roll" items later in the game when we have access to master and grandmaster profession gear and consumables.
I think that system kind of sucks- rather than having crafters savor in the grind of trying to get legendary materials to build the best shirt and pants possible so they can push their items to the absolute max, they are eschewing those systems entirely to wait for later breakpoints. They are foregoing a main mechanic in the crafting ecosystem for good reason
A comprehensive solution would be to scale the quality based on the tier of the craft.
A full legendary ensemble of t1 (level 10) artisan gear and consumables should be able to max roll a legendary weapon.
A full ensemble of legendary metalworking should be capable of proccing epic tin into legendary tin.
If those recipes and gatherable have their quality formula scaled down to match the ratings of appropriate gear, there is always an incentive, at every stage of profession and node development, to use the artisan equipment.
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Comments
Im gonna stop you here with the bolded section, currently yes it is impossible to reach however you also got to take into account we will be getting a whole skill/talent tree for crafting and gathering professions so on the back end of thing when those system are online u can hit max legendary (also there artifact quality after legendary or there will be if not already it red coloured) It quite possible the skill tree muiltiply the quality bonus on gear so it play a huge rolls in quality of gear. but we have to wait and see were spose to get the fleshed out crafting system in phase 2 with skill tree last i looked so we should start seeing things soon in the artisan side of things.
So atm yeah all legendary 0 skill with give u lowest quality legendary same with blues and all that but with the artisan bonus and skill tree when it added i would suspect that would let u hit the max craft along with artifact rarity.
In regard with procing epic tin to legendary you already can do this with the rarity bonus on the armor atleast ive managed to proc heroic to epic muiltipul times usualy get 1 epic in every 30-50 heroic crafts with lumbermilling havant dont a whole lot of epic crafting yet but i would assume it can proc to legendary like heroic to epics. (Legendary proc will probaly go to artifact level but might need skill tree for processing for that to occur)
Even in Throne and Liberty where the artisanship doesn't viscerally feel like Artisanship, the gearing design at least fits this model, so nearly no one has the usual strong incentive to skip effort stages as we see in games like BDO (years ago at least) or Ashes (now, to an extent).
I don't think we need to be allowed to 'Upgrade Blue Gear to Purple' directly, but having a good enough reason to make it to somehow boost the Purple gear is much more fulfilling (according to people I know) than 'save your Blue Materials to somehow turn them into Purple or only use them when you have maximum odds of the result being Purple'.
The sheer amount of stagnation people I know would have experienced if TL's gearing was like Ashes, is honestly fairly concerning, even if we discount the effects of Artisanship gear.
Demand is higher, yet more stable, when players can dabble, even if they aren't all dabbling due to their specializations.
It might lessen the number of stalls but I'd argue that's a good thing. More shops is absolutely not equal to higher/healthy econ velocity, if anything in my experience it's moreso frustrating.
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