Do you think they should come out with a new Crafting and Gathering Class? If So what would you like to see? I wouldn't mind seeing an Engineer class for Crafters.
Do you think they should come out with a new Crafting and Gathering Class? If So what would you like to see? I wouldn't mind seeing an Engineer class for Crafters.
Something that can gather mob drops from creatures at a higher rate then just killing them.. maybe Rancher or Beastkeeper (not beast master as that should be a combat class). It would hopefully come with a gathering log of mob drops and where to get them at to help reduce the need for looking it up on a wiki.
As for crafter probably be a magictek engineer if anything.. place the windup minions and craftable mounts to it.
There's room for one that has some system to get mob drops for gathering. And possibly a Tinker sort though I'm not sure what devices/contraptions would do.
But before they add any new DoL need to fix Fishing first. I don't want to see another DoL class until they make Fishing a real boy like the other two.
For crafters, it would just be more leveling, more menu bloat, more slots wasted in the armory.
For gatherers, as others suggested, maybe one to get skins and things like that, but that would also lower the usefulness of combat retainers, so...meh...
IMO if they add any new DoL/DoH, it needs to be some sort of side content, with a completely different play style, like fishing.
Otherwise, I don't see the point.
Tbh, I wouldn't mind having a crafter that unlocks after you max all of the others to 80 and requires the relic/penta-melds.
1.0's planned but never implemented fourth Disciple of the Land Shepherd class (it even had a class logo good to go!):
https://i.ibb.co/yWdJzv6/Shepherd-Logo.png
SHP. Never forget.
I think we've got enough DoH classes as we can make everything necessary to the game. I'd like to see Fisher be more useful for gathering; especially moreso for CUL, ALC, and LTW.
What they really need to do is make items dropped from killing things; skins, milk, etc have a greater drop frequency. I was really dismayed to come back and find I basically needed to use my retainers to gather things like skins as they're more effective than I was.
I disagree with the idea of having an Uber-Crafter that requires having max level gear with full pentamelds. I take gathering and crafting pretty seriously, but the idea of requiring min/maxed gear to simply unlock a class isn't cool. What I WOULD love to see would be patterns that are end-game raid tier level that require mats dropped exclusively in raids to get the very best of the best gear. Something like using these materials to upgrade raid drops would make crafters and gatherers important to all FCs and keep us relevant at progression level gaming aside from making consumables. Upgrading drops should also keep the PVErs happy as they're still getting their Brag Points Worthy gear from doing the bleeding edge stuff. Of course, this level of gathering and crafting would require fully pentamelded top-tier gear to accomplish.
I'd love to see some sort of archaeology based gathering job.
while I wouldnt mind another crafter/gatherer... the DoL/DoH jobs are a mess now, another one would make it even worse. we are already getting 2 new combat jobs, which will strain the already bursting main gear inventory space more, not to mention gear and even MORE materials to try and stuff into retainers. It would also require a rework of the entire crafting system, unless the intent is to make it virtually stand alone where none of the other crafters use or need its products
the idea itself isnt bad, but the implementation of it would just further serve to break what they havent really fixed in ages (aside to make it easier) and burden our inventories. I love crafting, even the broken mess it is now with the way the bots run the MP, I would really enjoy them adding something new... but, unless they are adding more space for materials somehow, or have a viable and interesting new crafter/harvester, I would prefer they spend time working on other game aspects.