What really bothers me right now is that crafting is actually backwards. SE talks about accessibility, yet all they do is trivialize each new expansion's crafting content further. Legitimately with NQ vendor gear at 71+ you have an easier time crafting anything than you do during say ARR/HW. In those expansions, you're either accepting the fact that long HT rotations will inevitably give you an HQ or you're trying to squeeze out every upgrade you can get to heavily reduce the RNG. There are level gaps where recipes jump significantly in difficulty but no upgrades are available, making low-RNG rotations quite difficult to manage. You *still* have to level through this content to get to ShB, and at 50, 60, and 70 you have a big wall caused by clvl that requires insane gear to overcome, or using CDs/BTs/GC turn ins.
So the reality of it is: leveling up to ~63 is more difficult content than anything after that point, by a large margin, made somewhat simpler by the fact that you can use new food at low levels (and its high % makes it extremely broken). Meanwhile, the very end game of crafting is utterly trivial by comparison to past expansions or even this leveling content. If crafting were "accessible" getting up to the current expansion would be the easy part, and then it would get harder, not the reverse.
The state of crafting and leveling 70-80 is a bit broken right now. Leves shouldn't be anywhere near this strong, nobody feels a need to upgrade gear at all which indicates the difficulty curve is broken, and there's nothing to distinguish master crafting from level 78-80 crafts. Not even ingen 2 has a purpose. Combine this, abilities that dramatically shorten rotations, and the fact that there's 0 benefit to manual crafting and this expansion is full of 1 button macros that can 0-100 most recipes.
What was the actual point of making initial quality scale up to 75%? Was this even tested?

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