Complete item drops availability VS Crafting time/effort/cost
Yesterday, a Forsaken Marauder lvl 18 elite mob dropped a Blue Bronze Great Spellsword (the level 10 craftable) which is an absolutely amazing weapon for my level 17 mage. Didn't even farm for that long to get the item drop, as green/blue items, although not super common, are not very rare at all in this phase. Then I took a look at the artisan system to check the comparison in time/cost/effort.
If I wanted to craft this item, I would need all of these materials in Rare (blue) quality:
20x Rare Copper (Tier 1 ore)
40x Rare Tin (Tier 2 ore)
2x Rare Weeping Willow (Tier 2 wood)
3x Slate (Tier 2 stone)
1x Giant Bluebell (Tier 2 Herb)
1x Rare Animal Fat (Tier 1 Hunting)
1x Regular recipe (Bronze Great Spellsword is a common recipe drop)
Now in terms of professions required:
Level 10 Mining: to craft the apprentice pickaxe, and then find 20 rare copper ore, 40 rare tin ore and 3 rare slate stone. (Any miner knows just how monstrous a time investment this is, even with all the +Mining Rarity gear currently available in the game) Move the ore to the node with apprentice smithy station.
Level 10 Metalsmith: Process 20 copper fragments, 40 tin fragments, and then smelt that into 20 bronze ingots (processing time of 1h20+processing fees). I can then find the Rare grem carcass from novice hunting, and process it myself with novice tanning into Rare animal fat.
Find someone with:
Level 10 Lumberjacking: to craft the apprentice lumberjack axe, and then find 2 rare weeping willow wood. Move the wood to the node with apprentice woodshop station.
Level 10 Lumber milling: Process the weeping willow wood into timber, and then into a plank and a board. Move the processed wood to the Stoneworks station node for further processing.
Find someone with:
Level 10 Herbalism: to craft the Apprentice Herbalism Scythe, and then find a Rare quality Giant Bluebell flower. Move the herb to the node with Apprentice Textile Mill station.
Level 10 Weaving: Process the Giant Bluebell into fibers. Move the processed plant to the Stoneworks station node for further processing.
Find someone with:
Level 10 Stonemasonry: bring the slate, the processed blueball, the processed weeping willow wood and animal fat to the node with Apprentice Stoneworks so that person can make the mold. Move the processed weapon mold to the Smithy station node for the final craft.
At each step of the way, the gatherer/processor has to risk material loss due to PVE or PVP death:
1) Ore to the Smithy node
2) Giant Bluebell to the Textile Mills node, and then to the Stoneworks node, and then to the Smithy node
3) Weeping Willow wood to the Woodworks node, and then to the Stoneworks node, and then to the Smithy node
4) Slate to the Stoneworks node, and then to the Smithy node
5) And finally, with all the materials at the Smithy node, one can craft the sword with:
Level 10 Weaponsmith: to use all these materials coming from all over the world to make the Blue (Rare) Bronze Great Spellsword. This crafting skill alone takes such a ridiculous amount of copper/zinc to get to level 10, I have yet to find a single level 10 weaponsmith on Vyra.
That then gives me the same sword that dropped from 1 random mob we were steamrolling for XP anyway, with 0 risk as it cannot be dropped on death.
Don't get me wrong, I absolutely love how involved the whole artisan system is, and how it encourages player cooperation, all in an environment where each movement between every node is a risk of death and loss. Exactly the type of social and risk/reward experience that Ashes of Creation is all about.
However, at this time, only heroic gear, and arguably only epic/legendary gear is truly worth all this effort and risk (heroic level 10 gear is about on par with the lvl 20 blues that are currently dropping).
Now if I remember correctly, Steven mentionned that item drops are much higher than intended right now because crafting is still in its barebones state and not the focus of this testing phase, which is perfectly fine. I mention it here because I hope complete item drops will be much more aligned with crafting in terms of effort/time/cost.
And so in future phases, I truly hope the entire crafting system isn't trivialized by drops. To be equal in terms of effort and risk required, anything blue or better should only drop from the biggest raid bosses in the game, never from regular mobs. Or perhaps even a unique material and a high level recipe, as Steven mentionned in the past.
Even green gear should be an exceedingly rare occurence, otherwise you completely invalidate that tier of crafting (same social effort, time and cost as above required for a green item, but at least the gatherable materials only need to be green instead of blue).
Especially since the whole game revolves around building nodes to allow crafting of items, with the gathering and movement of these ressources being a key part of almost every system in the game, with the risk of loss due to PVE/PVP at every corner. Even with only the Riverlands, you're looking at hours of riding around on the map to get these materials to all the stations and back. I can't even imagine when you have to go all over the world of Verra.
Hopefully, come Phase 2, with the more developped Artisan system & talent trees, completed item drops will be reduced to something exceedingly rare to be more in line with crafting, and to make crafting even white and green items a worthwhile endeavor. The December 20th wipe would be the perfect time to adjust it. Thank you for reading!