RAIDBORN

RAIDBORN

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"Crafting" skills need a complete rework
When looking at the crafting skills, there is no real advantage to getting any more than the first point, and even then there is no advantage of keeping the skill with you as you can use potions to respec at base. It is essentially just a 3 point tax on your build with nothing particularly interesting about it.

It is especially a problem when trying to complete certain quests that require you to craft something. I believe that basic crafting(of low level items and quest items) should not require points in the tree to do.

All of the isssues with the crafting trees stem from the fact that their utility only occurs IN THE BASE, it has no effect when inside a dungeon. I think that utility on the skill tree is a good idea, it just should be done in a way that affects you in dungeons.

If the crafting skill had in dungeon utility then it would feel like less of a throwaway skill and more like a core part of the build. For example if alchemists could throw increasingly powerful explosive flasks in addition to the crafting(or potion effects are buffed on alchemists). This could be larger skill trees instead of just 5 points
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doombybbr Jan 26 @ 12:55pm 
Basically I do not exactly want "crafring" skills removed. I want
1:Crafting skill trees to be COOLER
2:Crafting skill trees to OPTIONAL(as in not needing those 3 points to craft basic stuff)
Shev Jan 26 @ 3:24pm 
Or even just be able to buy/find new skillbooks for that NPC to learn something new; we've already got a system in place for that; Skill Books/Learning points.

Shuffle the crafting skills into the Learning tree as it were; and they won't use our character skill points; but we can still grind/play the game to find the books and the learning points.

This could then expand that tree out further for each room/NPC type. Like we have a skill that lets us 'tank' more damage from certain NPCs, and another skill that lets us do more damage to that same type of NPC.

Blacksmith skill: With each point; use 5% less resources when crafting new gear.
Blacksmith skill: With each point, spend 5% less resources when upgrading gear.
Blacksmith skill: With each point, 2% chance when creating gear that it comes out with higher base stats(or that it comes out as a "Pristine" item, which gives it a 25% higher sell value(etc)

It's always good to have a carrot to chase in these kinds of games; and upgrading your Outpost NPCs via skillbooks/learning points would be quite nice.
Originally posted by Shev:
Or even just be able to buy/find new skillbooks for that NPC to learn something new; we've already got a system in place for that; Skill Books/Learning points.

Shuffle the crafting skills into the Learning tree as it were; and they won't use our character skill points; but we can still grind/play the game to find the books and the learning points.

This could then expand that tree out further for each room/NPC type. Like we have a skill that lets us 'tank' more damage from certain NPCs, and another skill that lets us do more damage to that same type of NPC.

Blacksmith skill: With each point; use 5% less resources when crafting new gear.
Blacksmith skill: With each point, spend 5% less resources when upgrading gear.
Blacksmith skill: With each point, 2% chance when creating gear that it comes out with higher base stats(or that it comes out as a "Pristine" item, which gives it a 25% higher sell value(etc)

It's always good to have a carrot to chase in these kinds of games; and upgrading your Outpost NPCs via skillbooks/learning points would be quite nice.
Or maybe just use the pre-existing blacksmith mastery for the ability to craft. I do not understand why there need to be two different blacksmith skills.
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