Yes, I saw the Xorthas video. He’s 100000% correct, crafting and embellishments are boring.
I’d love to see some more meaningful(damage/healing/tanking) procs/embellishments, mini tier like sets(all off regular tier slots, including weps/shields) that are actually good for everyone and visual effects.
Some of these Midnight damage procs are just terrible. Like less than 0.1% of your damage in a M+ run terrible. They don’t even have any cool visual effects like the Loa Worshipers Band.
I know some of my complaints can be handled with simple tuning on current gear/embellishments.
No you wouldn’t. If more gear slots are taken up by “must have” items, it invalidates all other loot for that gear slot. Think of last season with the DISC Belt and Reshii Wraps. Two item slots you were completely locked into and any time you got an item in that same slot, it was useless unless you were one of the specs that could replace the DISC Belt at fully upgraded mythic.
The embellishments are already powerful enough that anyone pushing difficult end game content always has two of them. They don’t need buffs.
Buffs for what? Player power is soo stupid right, people in 12s are just tunneling without any interrupts or doing mechanics and still timing it with 10 minutes to spare. I think the noobs have been buffed enough.
Embellishments are like “Ha, nerd! Your item isn’t 289, but at least it’s marginally better than a 289.” just let crafted gear be 289. Gearing is already comically easy with bonus rolls.
I dont know, the arcane worm that adds primary stat to party members is pretty cool, I use it on my casters. I suppose they could have a strength weavel or something?
I disagree to an extent. Yes we’re all using embellishments still but we’re also all using the exact same embellishments as each other there is no longer any variety at all.
Early in the season you’re crafting a 2h with hunt and then an arcanoweave piece for practically every single class. DW specs do the same but 1h w/hunt and arcanoweave for it’s 2nd. There’s nothing fun or interesting here at all if every single spec is building the exact same way.
Why are the Engy dmg proc embellishments dead on arrival?
Why isn’t anything other than Arcanoweave worth using?
Embellishments during DF were a lot cooler imo as they were a lot more powerful which was cool as different specs opted for different embellishments, not everyone was crafting weapons frame one and instead they ended up getting damage procs that did 6~9% of their dmg on the meters, which is a lot more interesting than very small stat procs that lose value the further the xpac goes on as during DF all embellishments got stronger as the ilvl on gear went up however for TWW/Midnight this power stops growing during S1 and stays the exact same for S2 and S3 meaning we’re just going to opt for Hunt + Arcanoweave early, and then dropping hunt for another arcanoweave piece once we get a weapon to replace the crafted slot.
Kinda-sorta related to the OP, but maybe not quite?
I’d like to see the Finishing Reagents actually be useful.
I should not add a Blue-Quality Reagent and only see a 1-2% difference on Multicraft/Resourcefulness.
That makes me go “… why bother doing that?”
Or the +50 skill reduces concentration by maybe like, 20-30. Really? That’s it? That’s all I get out of using a purple-quality item for the Finishing Reagent? It barely even touches the meter on most crafts I’ve ever tried using it on. My characters have a lot of these stupid things in their bags.
Finishing Reagents feel so utterly useless. The only ones I can really see myself caring about are the Missives, the rest of them seem like such trash.
i dont see the craft weapons like something great, they are useful to help you reach a great weapon but you should change them, they arent even that difficult to make
my opinion is always gonna be profs help you to do mitics to help you do raids but blizzard dont like that way of thinking
No, it’s not “more fun” having a 2set crafted belt and boots for every mail wearer in the game it’s just more annoying than having the flexibility to determine what I actually want (and the recipes themselves having terrible drop rates doesn’t help either).
The purpose of the +skill finishing reagents is to cover shortfalls in your skill tree, not negate the need to spec your tree entirely. If I’m 14 skill away from maxing out a given recipe I can use a +20 skill finishing reagent and eliminate the concentration cost entirely. Or I can use it to get away with using a lower rank reagent somewhere else. Stuff like that.
Some of these things, I DO have the relevant skills and you still don’t get gold-quality and then some stupid order asks for gold-quality, you stick the +50 skill item in and it doesn’t even put a dent in the amount of concentration you need.
And given the random nature of patron orders, it’s not like you can plan ahead for when they decide they want gold-star crap. Like Missives. WTF is the point of Gold-Star Missives? It sets stats to a certain stat. Both the Silver and Gold star do the same thing.
It does do that, when you’re within enough skill of the recipe for the +skill finishing reagent to cover your shortfall.
One adds more recipe difficulty than the other. By 10 points actually. Hey you know what finishing reagent would cover a difference of 10 skill points?
Given that 50 skill doesn’t even put a dent in the concentration needed for these items, for that to actually make a difference, the window where it would make a difference is ridiculously tiny. But yet they spam these items constantly, but 99.999% of the time it won’t make hardly any difference whatsoever.
I’m tired of getting the stupid things because they are so inventory spammy and they take up reward slots that would be better occupied by other things, like moxie or the bags of materials.
Does it? Because when I read the tooltip on both, it says “increases difficulty by 5”. /shrug
Maybe the tooltips are bugged. Wouldn’t surprise me, small indie company and all. They can’t even fix the stupid LW orders, lol
I’m going to use this as my example craft. I am missing 4 skill from the recipe due to simming the usage of a rank 1 missive. If I put apprentice scribbles in
My point is, they designed the system where you need ridiculous amounts of skill to make any difference at all in how much concentration you need in SOME items, but yet not others.
SOME items, if you’re 50% along on the skill, it takes something ridiculous like 400+ concentration.
Other items, it only needs 100.
The whole system is just stupid. The Finishing Reagents really need to make more of an impact upon the final craft.
Multicraft and Resourcefulness reagents need to be 10% minimum.
The +Skill should add way more than 1% to your bar. 10-20% minimum.
I mean I just gave you an applicable use-case (the scribbles are 10g, the price difference between rank 1 and rank 2 missives is about 100g). From the sounds of things what you really want is the +skill reagent to be a +ingenuity reagent because the concentration cost is almost entirely represented by when you are missing any skill, the actual amount of skill you’re missing is nearly superficial to the point where a skill gap of 90 points only slightly more than doubles the concentration cost (from 314 to 650 to be exact).
Sidenote: the Multicraft Manifold pumps my multicraft chance on alloys from 28% to 36%, the main thing stopping me from using any of these other things is that they don’t show up often enough for me to care about so idk you do you.
I’ve noticed that on some crafts it gives +2% and others it’s +6-8%, there’s really no rhyme nor reason to any of it.
but I don’t get how you don’t have enough of them to use them, lol. My characters have 50+ of the green-quality ones, and 5 of those combine to make 1 blue-quality one. So I have 10+ blue-quality ones sitting around on my characters.
As an experiment, I used like 5 of them on my JC today.
Only two resorted in giving me a Resourcefulness proc. And one of those saved me a whopping ONE duskshrouded stone. Woooo. The other saved a gemdust which was nice, but eh.
No, I just want it to make an ACTUAL difference beyond “if you’re a couple points under”.
Which is why this system is stupid.
It should be more linear, and shouldn’t inflate exponentially like that. If I add 90 skill, I should see way more than a 30 or so decrease in concentration needed.
It should just be a flat %. Missing 50% skill? Then you need 50% concentration. Missing 10% skill? Then you need 10% concentration.
Oh, and my Alchemist today got the Gold-Star Cauldron. /eyeroll
688 Concentration needed. Put a 90 skill item on that, and it’s like 650. Woo. Why do they even bother?
Which is just utterly ridiculous because they keep spamming her with gold-star potions left and right every week for some stupid reason these last couple weeks.
If it’s a craft with only two quality levels, inscreasing skill only really reduces concentration when you’re between 60%-80% of the required level for max quality. Increasing skill saves very little concentration above 80% or below 60%.
I assume this was done so conc builds still had to hit the 60% threshold to be reasonably viable, but it is annoying that you need an addon to tell you what’s happening with the concentration cost curve.
My tooltip gripe is with the Multicraft Manafold (the blue multicraft finishing reagent) that gives 9% 90 multicraft. The tooltip says “A dimensional oddity that guarantees additional crafting output.” It doesn’t guarantee squat.
I’ve attempted to plug in the blue quality item and yes sometimes it is 9%, but sometimes it’s only 2%.
Same goes for the resourceful routing (the blue one). Sometimes you get 6-8%, other times you only get 2%.
And I notice that the one Jewelcrafting tree still falsely claims that putting points into that spec will let you get Gemdust out of cutting gems which is verifiably false and despite multiple players reporting this in Bug Report, neither the game nor the text has been fixed. Gemdust remains to be one of the most ridiculously stupid crafting materials ever added.