- Gear Level matters too much. Gear quality matters too little. Result: Apprentice crafting is useless
Forsaken Blades Wand is the most magic power rated apprentice item, while Pinion Pen is an easily farmed boss drop. It would take 100s of gold to craft the first wand, the 2nd option would take me like 2-5 hours to farm. While a level 19 and 20 wand aren't that farm apart Forsaken vs an Iron wand as examples. The reality is no one is going to craft and iron wand (20) either, when you can farm a level 27-29 boss drop.


- Why was apprentice useful before: Enchanting
Due to the scaling nature of strength(str) and intelligence(int) enchanting made any time with these stats scale very hard. Allowing for apprentice gear to surpass most journeyman gear that could be farmed as drops. Allow players to get very "cheap" gear and enchant it.
- This came with its own set of problems, such as gear int/str gear scaling so high that power numbers got ridiculous, making a very short Time to Kill (TTK). Also any Journeyman gear w/o int or str would never be better than its novice/apprentice counterpart.
This can be broken into 2 problems. A. All secondary stats went up by an equal amount. B. Waterfall was too powerful
A. An item with 10 Int (30 Magical Power Rating) and an Item with 42 Magical Power Rating( 14 Int worth) as a base item the magical power is better. But after +8 enchantment we would have 18 Int (54 Magical Power Rating) and the other item would have 50 Magical Power rating ( 16 2/3 Int) making the Int item better. This cause the INT is king meta and could have easily been fixed by making Magic Power rating scale by 3.
B. Waterfall was too power power partially due to reason A. Int/Str/Con were just scaling harder than there waterfall stat counterpoint Power/Health on top that they also gave stats such as crit power and mitigation leaving any stat that wasn't a core stat in the dust with enchanting.
- My solution, if you care, would be to make quality value have a bigger impact on items. Make quality a more logarithmic curve making common, uncommon worse and making rare and heroic close and epic and legendary better. This would allow for apprentice epic and legendary gear to surpass rare journeyman gear and give people a worthwhile reason to craft apprentice gear high-end gear while waiting on Journeyman Stations to appear. But would also allow for Journeyman gear to eventually be better than all apprentice gear
- For enchanting it really just needs a more thorough investigation for how you important Intrepid wants it to be. Current enchanting won't be touched until people have Best in Slot (BiS) gear. Its too expensive to every use on bad gear and only gives a minimal benefit. This will still be used by Sweat Lords that want to give every drop of power they can, but average users probably won't touch enchanting until a BiS or an time obtainable BiS has been acquired.