2 Crafts at 100? won't make a significant difference. Absolutely do not allow a craft to exceed 100, but I don't see multiple 100's causing any problems - people already have mules for other crafts anyway. Crafting simply isn't worthwhile unless you HQ which is what started the whole spam your way to cap method of skill up in the 1st place. I noted the most recent batch of gear that is crafted has a wider gap (better stats) than usual between NQ and HQ results. And desynthing NQ's back into materials breaks to much to be worth trying, even with mogancement. What are we supposed to do with the glut of unwanted gear? FoV augments are not an answer to that, to random.
Material availability has been a problem lately. We need reasons to craft without HQ being an absolute necessity, with the materials to do so acquirable within a reasonable timeframe. If none are on the AH it should not take me half a month to get a mining point to cough one up. And I have pretty much zero competition when I mine. I've tried all zones that even have the item I need as a mining result.
I was pretty fond of the way abjuration crafts went, even the NQs were worth while for most players.

Reply With Quote