#1 won't work because dungeon gear is readily accessible. If it breaks, it just makes crafted items even more useless. Just penalizes crafters even more.
#2 is ok. Don't mind having it around.


#1 won't work because dungeon gear is readily accessible. If it breaks, it just makes crafted items even more useless. Just penalizes crafters even more.
#2 is ok. Don't mind having it around.

Hi, would you mind explaining what "it" is in your rebuttal to my first post? I haven't had my daily cup of coffee yet and its not that clear to me.![]()
The goal of 1 and 2 is to apply more demand since SE's supply-side economic strategy is blowing up in their faces if they wanted to keep crafting as a viable option in the game. I am probably wrong to think that Yoshi P. wants crafting in the game. After all, it was Tanaka that started by saying that the game will work fine even if you didn't want to do the "smash/boom" type MMO experience.
"Be like MacGuyver....Adapt and Overcome!"
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