In my opinion, specialization should equalize omni-crafters and single class crafters in terms of available skills. A slight boost to craftsmanship and control like it gives atm is fine as well. This will give a specialist a slight edge when it comes to crafting without breaking the balance.
One of the major issues with crafting is that there is no sense of achievement since everything is so easy and there is no benefit to learning the system properly other than crafting speed. In HW, you can HQ anything while essentially ignoring half of the crafting mechanics. This isn't much different than raiding while ignoring all mechanics other than your own class' battle rotation.
So I would completely drop the HQ and NQ system and introduce a system that is more similar to the collectible system. Everyone starts at 0 quality and you can have varying results based on what quality threshold you reach. The average semi-static rotation (with some on the fly modifications) user should have a decent shot at the threshold that gives full primary stats. Beyond that, there could be different thresholds with increasingly better secondary stats/other bonuses and finally an extra meld slot at the highest threshold. To add in a bit of challenge, they would have to greatly increase the quality requirements for the higher thresholds while increasing the inner quiet cap to 13 or 14 as those theoretical IQ stacks are routinely achievable now due to the new HW mechanics. This will allow casual crafters to craft powerful gear while more experienced crafters can benefit from acquired skill.
In addition, the developers could play around with lower threshold requirements for specialists while still making it as challenging to reach the highest ones.

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