08-12-2022, 10:58 PM
(08-12-2022, 10:49 PM)chance Wrote:(08-12-2022, 10:27 PM)CrystikRage Wrote: ...
The design choices for this were motivated by:
1.) In E3, after a year or so past, artificer gear became extremely common / lost all value since there is no degradation or destruction. Gear being so easy to craft was a part of that (you'd easily pop out 20 items, keep the rares/ultras, then shelf the rest)
2.) Ores were extremely common. Everywhere. Endless.
3.) When a weapon costs a single ore (which again, extremely common) you have infinite gear.
So now there's some requirements in crafting a full gear set, and while there is the downside of it being more difficult to upgrade your own gear, it does mean said gear has value and will sell on stores when you put it up. Better than it all being junk due to oversaturation in the long-term.
Not a true solution to the issues mentioned, and with downsides of their own, but it wasn't just a 'make life harder' change.
Mm. I understand the design, but it doesn't quite solve my complaint. Namely - there doesn't *seem to be a reason* to craft staves over gloves. I'm not asking to blanket buff artificing across the board, I understand the reason for the changes and they're fair. I like that Mythril Armor will be a rare thing to see, and that Arcanium armor will be a relic even if it's not a unique.
I just want there to be balance between these two classes of weapons so I don't feel like I'm gutting myself for crafting a staff instead of the significantly cheaper to produce gloves that provide similar effects, and earlier at that.