Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
What's the purpose of having T2 and T3 gear
yianni_LoD
Member, Alpha Two
in Artisanship
I don't see the purpose of having tier 2 and T3 gear especially for the lower levels like initiate and adept.
Amount of time and cost that it takes to create any of that gear doesn't make sense when you're in those level brackets for a few weeks. And can just get by with t1
This will also be a problem when the max level increases no one will make a radiant T2 and T3. Just not worth it
Amount of time and cost that it takes to create any of that gear doesn't make sense when you're in those level brackets for a few weeks. And can just get by with t1
This will also be a problem when the max level increases no one will make a radiant T2 and T3. Just not worth it
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Comments
It's also been a worry of mine about artisans having a limited slot capped App, JM, and master. Why would anyone use their services when GM artisans of the same level exist. Hence the idea above, if a JM crafter can make a more viable weapon at their level. Then the best endgame T3 crafts involve working up the chain of progression.
discord.gg/lod
No such content is ready (and generally is not a design goal of modern MMOs, certainly not most that take this path).
It's possible that in the very early days of planning this game, Steven and/or Jeff were thinking in terms of 'games that had difficult sorta-mandatory content during the leveling phase', and Ashes just isn't that game type anymore.
It is the natural outcome of the current design component combination. If the common PvE gets harder for some reason (even if they wanted to limit it to just the bigger Quest target mobs) there's a small chance that this would change, but in the end, the reason why most MMOs don't have any innate meaning to the low level Artisanship is that they have simplistic PvE and no 'this mob is claimed so no one else can damage it' mechanics.
At which point Number of Damage/Effect Sources > Teamwork > Gear/Artisanship.
Technically this isn't even going to be different at Endgame, without any instanced content at all, the Gear Chase will be relegated to Tanks, 'whatever gives burst heals', and 'people who need enough accuracy against mobs to CC them'. People will clump into double-raids, get someone 'trustworthy' a powerful drop, and repeat until enough people are empowered to allow for less Bodies to be thrown at the problem.
There's a reason why instanced content is the PvE-first player's challenge of choice most of the time, outside of games like FF11 where claiming a mob 'partially-instances' that Mob for you.
So, sorry for rambling but yeah, mostly 'low level gearing/crafting importance' is somewhat incompatible with 'Any nearby player in Open World can damage mob', at least early in a server's life.
discord.gg/lod