Quote Originally Posted by Nixxe View Post
The button may as well be named "Devaluation." It serves no essential purpose within the crafting sphere of the game. It just devalues all materials and end products, which helps nobody except people who interact with the player economy solely to buy, and those players are unworthy of consideration to begin with.
My, how smug of you. Tell me, is there anyone else you'd like to exclude from things just to make yourself feel superior? I'll start a list for you.

The gradual devaluation of markets is a normal market trend that happens regardless of whether Reuse exists or not. As more supply enters the market it will eventually exceed demand and the price will decrease as a result. This is economics 101. Reuse may accelerate that process somewhat (though I'd want some data to back that up), but I doubt it's by very much.

A decent indicator here is treasure dungeon materials since that just happened.

So Indigo Cloth on my server started at like 600k a pop. It's at about 250k per now. Is that because Reuse exists and everyone's out there HQing their summer indigo stuff and getting mad procs (which would generate 1 cloth per proc)? Or is it because there are more people doing maps and more cloth just being generated by the game as a result? I'd say it's far more likely that option B is causing that more than option A, especially when the stats necessary to HQ that thing are non-trivial to begin with.