Pantheon: Rise of the Fallen

Pantheon: Rise of the Fallen

How’s the crafting?
Curious to what extent crafting is a part of the game. Is it a side show like most mmos? Or is it something more, something integral to the game. I’ve been playing mmos since original eq and most mmo crafting is making gear that few people want so I just end up making my things and giving them away because they cost more to make than they sell for or I can sell the raw materials for more money than the finished product.

If pantheon has good crafting that is an integral part of the game I’ll purchase immediately. If it’s another side activity that no one really cares about I’ll pass.
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Showing 16-26 of 26 comments
The crafting system is not that great at the moment. I feel like they added it just to say they had one.
nosavynada Jan 31 @ 10:10pm 
I have experimented with Armorsmithing, Weaponsmithing and Cooking so far. First Cooking - so far seems to be more an advantage for either a crafting specific character or say an Enchanter - based on the different meals / beverages give buffs. They do not sell for event the ingredient prices currently so you are mostly making them for your own use / your party. Once they have an easier way to sell such as an auction house or vendor then it could be a money maker. Cooking required (for me at least too much time spent harvesting for its return. Though there is a an early combat buff that adds to block and parry. As for Weapon smithing i found it to be the easier way to get a direct benefit. Each weapon consists of 2 to 3 components. For weapons either a hilt or handle and a blade / weapon head component. the bigger cost is buying the schematics but once you have the schematics it is fairly easy to produce weapons for your friends / party as needed assuming a good supply of ore (ashram(?) at the start. The leather components and minor bits can be purchases at the vendor supply npc next to forge. Armor smithing is also beneficial and if only making for ones own use ends up costing about half of what it would cost to just buy each piece - leather wise... but splinted and higher is much cheaper if you can even buy that. So i would suggests at least one Armor smith and one Weapon smith for each party / guild. As for food - it is interesting, and diverse but more time involved to gather various components and the buff is for 30 minutes or so. (+ 1 or 2 to a stat, or plus XX for blocking etc. or +10 or more for mana so it is worth it for many... but remember you can only learn 2. As for weapons may not be worth it... crafted weapons 1h do 6 damage. 2h do 12. the delay is 2.x up to 3.2 for 1h and 3.8 or 3.9 for 2h (Greatsword is 3.8 at the novice level weapons. So i would think 2h is better for damage except when looking at say 10+seconds then it becomes close. The unknown for me is the loss in blocking if using a shield. An player made shield at those levels is 6 armor +498 blocking and +28 block value.

Overall i think the crafting is even as a placeholder well worth it for a group situation and if soloing as gear is more important for soloing and for some classes even in groups. It feels ...better that classic EQ early days. (not the blue armor monty haul stuff it has today) I would say that unless deterioration is added - it could be a significant detractor for those looking to make crafting a profitable pastime in game. But those things can be added much later in game and effect economy.
Sorely need a Bazaar in the game to really know.

Currently, it's hard to get a read on what normal prices are, buying ingredients or selling products can be difficult, etc. I'm a cook / Alchemist and quite enjoy all the different materials i have to collect to put recipes together, but some of the ingredients seem too limited in their drop rate, or just too difficult to target farm.

All vegetables being thrown into 'wild vegetable' nodes, and all herbs being in 'wild herb' nodes whilst functional is a little annoying as you cannot target farm specific ingredients. I like the idea of wild vegetable / herb nodes, that give you a chance at all those types of items, but i'd also like nodes i could target farm that grow specific places, etc.

Wolves need to drop blood more often.

I repeat:

WOLVES NEED TO DROP BLOOD MORE OFTEN
AS long as crafting requires other professions to craft I will pass. Everyone of my Fletching T2 recipes require other professions to complete.
Originally posted by Greymantle:
AS long as crafting requires other professions to craft I will pass. Everyone of my Fletching T2 recipes require other professions to complete.
probably just not the game for you then.

I've a feeling it's entirely purposeful to make sure people communicate with each other and to keep things in the economy connected and making uses for all professions, etc. a feature, not a bug essentially.
Last edited by Skankinpig; Feb 1 @ 5:40am
Originally posted by Skankinpig:
Originally posted by Greymantle:
AS long as crafting requires other professions to craft I will pass. Everyone of my Fletching T2 recipes require other professions to complete.
probably just not the game for you then.

I've a feeling it's entirely purposeful to make sure people communicate with each other and to keep things in the economy connected and making uses for all professions, etc. a feature, not a bug essentially.

Communicate? I couldn't even find one Alchemist to make my stuff. There is no AH so I have to find a person that becomes way to time intensive. Try to find an Alchemist on a low pop server good luck.
Originally posted by Greymantle:
Communicate? I couldn't even find one Alchemist to make my stuff. There is no AH so I have to find a person that becomes way to time intensive. Try to find an Alchemist on a low pop server good luck.

So then your issue isn't so much that one crafter needs another, it's that the systems to support that sort of trading aren't implemented.

Your observations aren't wrong, it's the conclusions that are daft.

Once there's a bazaar in place, once the crafting system is better fleshed out the issue of needing other crafters will be less onerous.

EA game doesn't have fully fleshed out systems shocker.
Originally posted by Skankinpig:
Originally posted by Greymantle:
Communicate? I couldn't even find one Alchemist to make my stuff. There is no AH so I have to find a person that becomes way to time intensive. Try to find an Alchemist on a low pop server good luck.

So then your issue isn't so much that one crafter needs another, it's that the systems to support that sort of trading aren't implemented.

Your observations aren't wrong, it's the conclusions that are daft.

Once there's a bazaar in place, once the crafting system is better fleshed out the issue of needing other crafters will be less onerous.

EA game doesn't have fully fleshed out systems shocker.

I don't think were getting an AH and if we are it should have been in the game at launch. Anyway waiting is all we can do.
nzguzzi Feb 1 @ 1:02pm 
Crafting is a waste of time
Schems are hard to find and people sell them for stupid money
You can be in a zone killing level 18 mobs and still the loot boxes have tier 1 schematics

Craft only base chain ,cant craft plate mail until level 20......
Can go out at level 5 and farm +1 and +2 stat armor sets/....

Crafting, total waste of time
Only food is good
Woodwork for bank boxes
Tailor for making bags
Crafting gear sucks
Last edited by nzguzzi; Feb 1 @ 1:03pm
Originally posted by Greymantle:

I don't think were getting an AH and if we are it should have been in the game at launch. Anyway waiting is all we can do.

You'll be able to make the first argument after the game launches, but its kinda pointless until then.

And yeah, pretty much - they havent hidden just how early access this is, or the jankiness / unfinished nature of most systems in game - just gotta wait and see and provide thoughts as we play to help shape it i suppose.
I still have not found anyone to make Walnut Stain. sigh. I'm going to start over and be a Fletcher/Alch and give up Tailor for my Monk.
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Date Posted: Dec 20, 2024 @ 7:47pm
Posts: 26