Update to Make Crafting more Relevant. Open Discussion — Guild Wars 2 Forums

Update to Make Crafting more Relevant. Open Discussion

Right now it seems that Crafting in GW2 has almost no profit or very little purpose to it except another way to make Ascended+ without grinding out chests. Since gear no longer has an impact in PvP and Ascended+ are a requirement for T4 dungeons+, I raise the question as to what could make Crafting more Relevant in the game and have a positive effect on the TP. I wanted to open this discussion with hopes that we find an answer we as a Community can Vote on and pitch to the GW2 Dev Team. THANK YOU

****PLEASE KEEP POSTS SERIOUS AND CONSTRUCTIVE****

Comments

  • The initial thought from me would be to make Ascended+ CRAFTED Gear have higher stats than RNG'd/NPC Bought gear. The crafter's name can be applied to the item and tradable on TP with a unique tag of (c) next to the name showing its higher stats than (n) = normal gear. This would make current dungeons easier and set the basis for higher tier dungeons that the Dev team can release with future content. The TP would be effected positively as the prices for mats and components would rise in regards to the price of the (c)Gear and benefit those who are not interested in crafting still. Thoughts?

  • @DeanBB.4268 said:
    How is crafting Ascended not relevant? I made a couple pieces just this morning. I'd say that's as relevant as it needs to be.

    Do you consider Crafting a profitable aspect of the game at this point or just a means to make Ascended+?

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    i don't think messing with the current system is going to profit anyone. maybe for future content they can up the costs (require little used mats), add a few new pve only stats that are required (like agony resistance) or something like that.

    The horror...…….the horror...…….the horror...…….

  • I would like to see Jeweling and Cooking expanded to level 500 like the other crafting professions, and be able to make some ascended trinkets (yes, I know they are available via other ways) and some seriously beneficial food buffs. I really loved getting my Chef toon leveled in cooking and would like to keep going.

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭

    Currently, for most part, only ascended gear and buff food is on people's list of frequently crafted gear. It wouldn't hurt to have crafting be more important in the game than the occasional side story/achievement related crafting tasks that most people always start crying over because they have not leveled any crafting discipline. ;)

  • Obtena.7952Obtena.7952 Member ✭✭✭✭

    Nah ... crafting doesn't need to be a way to generate income. I like the idea of having things that are crafting only that are endgame useful .. like some of the sigil and rune sets could have been that way.

    I'm hoping they expand Cooking and jewelry at some point.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭

    @Obtena.7952 said:
    Nah ... crafting doesn't need to be a way to generate income.

    Relevance isn't necessarily defined by income. "More relevant" can be anything, and it would be nice to see crafting more implemented into the general tasks.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭

    @Ashantara.8731 said:

    @Obtena.7952 said:
    Nah ... crafting doesn't need to be a way to generate income.

    Relevance isn't necessarily defined by income. "More relevant" can be anything, and it would be nice to see crafting more implemented into the general tasks.

    Well, then I would argue that Crafting the BiS gear makes crafting pretty relevant.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/

  • Danikat.8537Danikat.8537 Member ✭✭✭✭

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying. It can only be profitable (to a degree you speak of - because it very much can be profitable even now, you just have to know how to use it) if most people would rather buy stuff of tp than craft it, even in the face of significant price disparity.

    Agreed.

    GW2s crafting system is very straight-forward and user friendly compared to a lot of games. There's pretty much no downside to levelling useful crafts (unlike in games where you need to put skill points or equivalents into it which then can't be used for combat skills), levelling it up can be very quick and relatively inexpensive and making any item is just a matter of having the right level, materials and sometimes recipe - there's no chance for it to fail and no player skill involved in getting it right. So it's relatively rare to come across someone who hasn't levelled up at least the crafts they know they'll need, often people have all of them levelled up. If not it's almost always because they don't enjoy crafting and have chosen not to get involved.

    As a result if Anet did add some sort of Ascended+ tier only available through crafting most people would just make their own equipment and it's the materials that would spike in price - as they already do whenever new recipes are added. And I don't imagine the minority of players who have chosen not to get involved in crafting would be happy about having to pay someone else to get the best equipment.

    On top of that what the OP is proposing is basically a gear treadmill - add new tiers of equipment, then add new content which requires that gear...and presumably once that's become the new normal and everyone has this Ascended+ gear we start over with a new set and harder dungeons.

    (I also feel like it's worth mentioning that unless you're talking about top tier Fractals dungeons are already easy and don't even need ascended gear. I've done all of them at least once, often with people who didn't have a clue what they were doing and we were able to muddle through it without too many problems. The standard for people who do (did?) them regularly was to complete the whole thing in under 10 minutes with no wipes and often without bosses having time to use all their attacks. They don't need to be made easier.)

    "You can run like a river, Till you end up in the sea,
    And you run till night is black, And keep on going in your dreams,
    And you know all the long while, It's the journey that you seek,
    It's the miles of moving forward, With the wind beneath your wings."

  • Neural.1824Neural.1824 Member ✭✭✭✭

    Crafting in GW2 was, apparently, never intended to be like crafting in other games. There are a number of things in GW2 that require crafting (Ascended gear, legendary components, etc.), which guarantees that a lot of players will train crafting skills. The structure and mechanics of crafting are also based on 4 components in, 1 guaranteed outcome. There is no crafting a masterwork item and having a chance at getting a rare level item out of it, and so on. As such, crafting is stagnate, and will remain so as any changes to improve things would require an overhaul large enough that they might as well just put it into a new game.

    Soul-binding needs to be allowed to die gracefully. It has expired. It is long past it's time to become a footnote in the history of gaming.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭
    edited March 15, 2019

    The only way I can think of for crafting to become profitable would be if there was a scarcity of certain recipes, and the items crafted by them were marketable to others. Because right now everyone has access to all the recipes, so if they want something, they just farm the mats / buy the mats and craft it themselves.

    For example, remember those player created weapons they released a while ago? Imagine if the recipes for those weapons weren't given to every player, but were RNG drops from a world boss. Then only a few players would have that recipe, and could craft those weapons and sell them on the TP. Other players who want those skins then have a choice: do they buy the weapon from the TP, or keep fighting that world boss in hopes of getting the recipe to drop for them?

    Personally I would not want that for this game. Been there, done that; World of Warcraft has a very similar design. I like that if I want to craft something, there is very little RNG in the way, outside perhaps of snagging the recipe from a Supply Pact vendor.

  • Ashen.2907Ashen.2907 Member ✭✭✭✭

    @EternalMayhem.6918 said:

    @DeanBB.4268 said:
    How is crafting Ascended not relevant? I made a couple pieces just this morning. I'd say that's as relevant as it needs to be.

    Do you consider Crafting a profitable aspect of the game at this point or just a means to make Ascended+?

    Making top tier gear for yourself is a profitable aspect of the game.

  • Lexi.1398Lexi.1398 Member ✭✭✭

    @Turkeyspit.3965 said:
    The only way I can think of for crafting to become profitable would be if there was a scarcity of certain recipes, and the items crafted by them were marketable to others. Because right now everyone has access to all the recipes, so if they want something, they just farm the mats / buy the mats and craft it themselves.

    For example, remember those player created weapons they released a while ago? Imagine if the recipes for those weapons weren't given to every player, but were RNG drops from a world boss. Then only a few players would have that recipe, and could craft those weapons and sell them on the TP. Other players who want those skins then have a choice: do they buy the weapon from the TP, or keep fighting that world boss in hopes of getting the recipe to drop for them?

    Personally I would not want that for this game. Been there, done that; World of Warcraft has a very similar design. I like that if I want to craft something, there is very little RNG in the way, outside perhaps of snagging the recipe from a Supply Pact vendor.

    Already exists: pact supply agent recipes. I had to spend double buying a sigil of malice today because I don't have it's recipe. xD Also the butternut squash something something- the power dps utility food, being quite expensive per use on the tp in part due to the scarcity of it's recipe (dunno where the non acct bound versions come from, but also a pact supply recipe). I believe people already complain about the utility food here, so yeah people would complain about more of this for sure. Me included :p

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    @EternalMayhem.6918 said:
    The initial thought from me would be to make Ascended+ CRAFTED Gear have higher stats than RNG'd/NPC Bought gear. The crafter's name can be applied to the item and tradable on TP with a unique tag of (c) next to the name showing its higher stats than (n) = normal gear. This would make current dungeons easier and set the basis for higher tier dungeons that the Dev team can release with future content. The TP would be effected positively as the prices for mats and components would rise in regards to the price of the (c)Gear and benefit those who are not interested in crafting still. Thoughts?

    Thoughts? Why would anyone think such an obviously bad design would be worth mentioning?

    One of two things can happen.

    1) If it is a one time thing then the exact same thing as what happened when they introduced ascended gear. People get all the new tiers and it becomes irrelevant again. This is arguably slight worse since you have also managed to invalidate all the things that drop ascended.

    2) If it is not a one time thing meaning there will be additional tiers added again. Congratulations! You've just added a gear treadmill into the game. -_-

    If this is supposed to be a thread about obvious bad ideas I can provide a few more ...

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭
    edited March 15, 2019

    @Obtena.7952 said:

    @Ashantara.8731 said:

    @Obtena.7952 said:
    Nah ... crafting doesn't need to be a way to generate income.

    Relevance isn't necessarily defined by income. "More relevant" can be anything, and it would be nice to see crafting more implemented into the general tasks.

    Well, then I would argue that Crafting the BiS gear makes crafting pretty relevant.

    BiS = ?

    Also, just one type of gear (whatever BiS is) isn't "relevant" enough as I doubt crafting one type of gear equals "frequent tasks."

  • Pifil.5193Pifil.5193 Member ✭✭✭✭

    @Ashantara.8731 said:

    @Obtena.7952 said:

    @Ashantara.8731 said:

    @Obtena.7952 said:
    Nah ... crafting doesn't need to be a way to generate income.

    Relevance isn't necessarily defined by income. "More relevant" can be anything, and it would be nice to see crafting more implemented into the general tasks.

    Well, then I would argue that Crafting the BiS gear makes crafting pretty relevant.

    BiS = ?

    Also, just one type of gear (whatever BiS is) isn't "relevant" enough as I doubt crafting one type of gear equals "frequent tasks."

    BiS is Best in Slot meaning the best you can get in the game, i.e. Ascended/Legendary and level 80 consumables.

    I would say that crafting is pretty much as relevant as it can be. I have yet to read a compelling reason why more expensive materials sinks are fun.

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    @Turkeyspit.3965 said:
    The only way I can think of for crafting to become profitable would be if there was a scarcity of certain recipes, and the items crafted by them were marketable to others. Because right now everyone has access to all the recipes, so if they want something, they just farm the mats / buy the mats and craft it themselves.

    For example, remember those player created weapons they released a while ago? Imagine if the recipes for those weapons weren't given to every player, but were RNG drops from a world boss. Then only a few players would have that recipe, and could craft those weapons and sell them on the TP. Other players who want those skins then have a choice: do they buy the weapon from the TP, or keep fighting that world boss in hopes of getting the recipe to drop for them?

    You forgot option 3. Ignore they exist because it's no longer worth bothering with.

    @Lexi.1398 said:

    @Turkeyspit.3965 said:
    The only way I can think of for crafting to become profitable would be if there was a scarcity of certain recipes, and the items crafted by them were marketable to others. Because right now everyone has access to all the recipes, so if they want something, they just farm the mats / buy the mats and craft it themselves.

    For example, remember those player created weapons they released a while ago? Imagine if the recipes for those weapons weren't given to every player, but were RNG drops from a world boss. Then only a few players would have that recipe, and could craft those weapons and sell them on the TP. Other players who want those skins then have a choice: do they buy the weapon from the TP, or keep fighting that world boss in hopes of getting the recipe to drop for them?

    Personally I would not want that for this game. Been there, done that; World of Warcraft has a very similar design. I like that if I want to craft something, there is very little RNG in the way, outside perhaps of snagging the recipe from a Supply Pact vendor.

    Already exists: pact supply agent recipes. I had to spend double buying a sigil of malice today because I don't have it's recipe. xD

    Those recipe were originally from LS1 so that is not quite the same.

    Also the butternut squash something something- the power dps utility food, being quite expensive per use on the tp in part due to the scarcity of it's recipe (dunno where the non acct bound versions come from, but also a pact supply recipe). I believe people already complain about the utility food here, so yeah people would complain about more of this for sure. Me included :p

    It is expensive because the cost of the ingredients not the rarity of the recipe sheet.

    The total cost of all materials is 1g 2s 40c.

    If you simply sold the ingredients you get a profit of 87s 4c

    If you crafted the ingredients into a Bowl of Sweet and Spicy Butternut Squash Soup you can sell it for 1g 12s 86c with a profit of 95s93c

    That is a difference of 8s89c which is only 7.88% of the price while the materials themselves account for 77.12% with the rest being from the listing fee and tax.

  • AlexxxDelta.1806AlexxxDelta.1806 Member ✭✭✭

    Crafting is definitely not irrelevant. A major pillar of GW2's economy is selling materials to get gold. This means crafting is relevant otherwise there would be no demand for them. Although I could do with more recipes of gear for fashion wars. PoF armor sets sent me back to the crafting station which I had no use for after ascended.

  • Solvar.7953Solvar.7953 Member ✭✭✭

    I think the ascended jeweling crafting ship has already sailed. Sure, they could add in the ability to craft ascended trinkets, but that would then kill the need to collect many of the LS currencies. I expect most players have probably accumulated enough jewelry crafting materials that they could whip out sets for all of their characters in short order.
    In my case, with only 9 characters, almost all of them already have all the ascended trinkets they need, so ascended jewelry crafting would actually do very little, and same for probably lots of other players

  • So I found myself with about 500 sticks of butter that I was getting tired of storing in my main WH, with my crafting WH stack max met, and decided I'd just eat the loss, pun intended, and sell it on the BLTC. To my surprise, it actually went for a pretty good price. I'd say, based on that, and how common a drop it is for me, anyway, that crafting is still plenty relevant.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @EternalMayhem.6918 said:
    Right now it seems that Crafting in GW2 has almost no profit or very little purpose to it except another way to make Ascended+ without grinding out chests. Since gear no longer has an impact in PvP and Ascended+ are a requirement for T4 dungeons+, I raise the question as to what could make Crafting more Relevant in the game and have a positive effect on the TP. I wanted to open this discussion with hopes that we find an answer we as a Community can Vote on and pitch to the GW2 Dev Team. THANK YOU

    ****PLEASE KEEP POSTS SERIOUS AND CONSTRUCTIVE****

    Nothing wrong with crafting, it’s working just fine... The only issue here is the expectation of having crafting be way more profitable for you personally.

    Players craft ascended and legendary gears for use in all areas of the game, except for spvp obviously. Being able to craft the highest gear tiers is pretty relevant.

    Your “positive effect” boils down to you wanting to make more gold through crafting, so you’re creating an issue out of a nonissue.

    If you want lots of gold really fast then buy gems and covert to gold. A moderate way to make gold would be to sell all mats you collect or salvage from gear. Look up guides on best methods of making gold....

  • Erasculio.2914Erasculio.2914 Member ✭✭✭

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    What do we have a strong demand for in GW2? Skins.

    Allow crafting to make more skins than it currently does. Then you have an increase in demand and make crafting more relevant without the "only way" of making it worse.

    ArenaNet wouldn't even have to add more skins to the game. Just allow crafting to make skins from legacy content that is not supported anymore, such as dungeons.

    How about some anti eyes bleeding options? Here's the direct link to the concept.

  • Danikat.8537Danikat.8537 Member ✭✭✭✭

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    What do we have a strong demand for in GW2? Skins.

    Allow crafting to make more skins than it currently does. Then you have an increase in demand and make crafting more relevant without the "only way" of making it worse.

    ArenaNet wouldn't even have to add more skins to the game. Just allow crafting to make skins from legacy content that is not supported anymore, such as dungeons.

    I don't think @Astralporing.1957 was actually suggesting making crafting more annoying, but that is exactly how at least some other MMOs make it profitable - they design a crafting system which is a big commitment to use, so players effectively have to choose between crafting or other areas of the game and then crafters make their money by selling items they've made to people who don't want to craft themselves.

    For example in my other MMO - Elder Scrolls Online - (which is a relatively mild version) you need to level up crafting by using the crafts, but then also spend skill points (which then can't be used for combat skills) to unlock new abilities - like being able to use higher tier materials. You also need to research traits for equipment by finding or buying equipment with that trait, taking it to the crafting station and then waiting hours, days or weeks for the research to complete. It takes a minimum of 326 days and 19 hours to complete all of them (which fortunately includes time you're offline). You also need to find or buy 'motifs' to unlock new skins for your crafted equipment - at first you can only craft in your race's style. Oh, and everything you craft starts off white quality, and upgrading it has a chance to destroy it so you have to start over - you can reduce the chance by using more upgrade materials, and by putting points into your crafting skill, but it's another barrier for low level crafters. As a result a lot of people don't bother with crafting and it can be quite profitable for crafters to sell them gear they can't make themselves.

    I don't remember the details because it's been about 18 years since I stopped playing but in Ultima Online it was even worse - if your character was a crafter you could make good money (my sister made more as a blacksmith than I ever did clearing dungeons) but you weren't going to be doing much else, especially because in that game your skills decayed if you didn't use them, so levelling crafting just in case you wanted to make something later was not an option.

    "You can run like a river, Till you end up in the sea,
    And you run till night is black, And keep on going in your dreams,
    And you know all the long while, It's the journey that you seek,
    It's the miles of moving forward, With the wind beneath your wings."

  • Graymalkyn.8076Graymalkyn.8076 Member ✭✭✭

    I don't believe crafting was ever intended to be profitable. I think it's doing exactly what it was intended to do...offer a way for players to make their own stuff (or non-ascended stuff for others).

    We are what we write; our language defines us.

  • Gehenna.3625Gehenna.3625 Member ✭✭✭✭

    Well there are multiple ways of approaching the topic. You can look at relevant as:
    1) Crafting is required in more aspects of the game
    2) Crafting as a way to make gold
    3) Crafting as a way to get better gear
    4) Crafting as an activity that more people enjoy

    For the first point it's tricky because there are lots of things that require you to craft something left and right but they are not essential. So for many collections there are usually some crafting requirements. Also not everyone likes crafting so to set crafting requirements on more stuff might work prohibitive and may turn people off the game.

    The second point is a matter of opinion whether that is desirable or not. Good arguments can be made for and against but the simple truth is that that is not just depending on crafting but also the market and there the problem is that if a lot more people start crafting stuff, the prices will go down as the supply will outweigh the demand more and more. So crafting to make money actually only works if not too many people do this.

    As for better gear, well it does that already but the question is of course what's the point of it. In sPvP it doesn't matter, but people do like to get better gear so in PvE and WvW it's something that more people might do than need to. Just cause they like to work towards something or to just get a bit of an edge and a bit more damage etc. The interesting thing is that as you go along in this game you realize that the crafting costs of for example ascended gear is completely out of proportion with alternate routes. For example people who do fractals will have a much easier time getting ascended gear but as I've recently learned the best way is actually WvW, at least for me. The crafting costs for the marks are a lot less. The problem is of course that you need to do WvW regularly to get the extra currency needed to buy ascended gear after you unlock the exotic. However, the big advantage is that you get to pick the stats. Even the exotic ones allow you pick the stat set.

    So fourth point, the enjoyment of crafting. Well I think the crafting system is too convoluted and has too many layers for most people to actually enjoy. Also the plethora of stat sets which are mostly useless add to the chaos and so in the end the listings of items you can craft is just soo long and annoying to deal with. And well it is cost prohibitive for a lot of people.

    Lastly, I want to add a point that relates to all of the above. Look at what crafting competes with. When you turn level 80, if you leveled normally you already have enough gold to buy a full berserker set of gear and karma can also be a source to buy exotic gear in Orr. Then look at the price of such items on the TP and then what it costs to craft such items. It's just not really worth it to make exotics. Also the newer sets which are account bound like marauder or viper stats cost a lot to make comparatively to just buying other stat sets. It also puts me off making exotic gear because it is still costly and makes me wonder if I should bother at all or if I should just keep saving for ascended gear. I don't need ascended gear but I just like to work towards things. So then I discovered WvW and found this reward track for triumphant armor which gives me a choice of stats. WvW is quite easy to do really with the dailies and just tagging along and it is a lot less tedious than the normal crafting route. At least in my view.

    So all in all I think crafting could be improved a lot. I just don't know if ArenaNet are interested. What I mean with that is that the resource cost of changing it, which would be an extensive overhaul in my view, may not reflect the possible outcome of those changes. Not holding my breath in other words.

    "In my experience, if you can't say what you mean, you can never mean what you say. The details are everything." ~ Minister Durano

  • Etria.3642Etria.3642 Member ✭✭✭

    Aren't they already doing that? What else are the new weapons and armor skins in the last couple of episodes for? You even get ap for making them. Granted I personally don't care for the weapons but I love the elegy armor and crafted all of them.

    Hopefully they will continue to do this. Crafting is very relevant.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited March 17, 2019

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    Increasing demand doesn't work. People would just craft the stuff for themselves. That wouldn't make crafting more profitable. Even with more demand, the only things you could profit on would be those that are either timelocked, or cannot be crafted by anyone (due to recipe rarity).

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    Notice, i do not advocate changing the crafting system. I simply point out that a system that is so easy and comfortable anyone can be a crafter and craft stuff for themselves without any significant disadvantage is a system that cannot be realistically profitable. The only way you could craft something and sell it at profit is if you find buyers that either can't or is not willing to craft that item themselves. With a system where crafting is easy, there won't be many such buyers. Supply (crafters) is much greater than demand (non-crafters).

    It's not a "horrible design". It's simply a result of accessibility and scarcity on market prices.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    @Etria.3642 said:
    Aren't they already doing that? What else are the new weapons and armor skins in the last couple of episodes for? You even get ap for making them. Granted I personally don't care for the weapons but I love the elegy armor and crafted all of them.

    Hopefully they will continue to do this. Crafting is very relevant.

    Well if you read the second post OP seems to want power creep and gear treadmill so ... I guess that would be a no?

    On the other hand crafting IS required for some stats ... unless you get most of your weapons and armors from raids/wvw/spvp.

  • Crafting is actually already quite profitable. You just need to know what to craft as it's not necessarily obvious what you can turn profits on. Many of the profitable crafts are things you may not even know exist or that there is a need for.

  • Vancho.8750Vancho.8750 Member ✭✭✭
    edited March 17, 2019

    You can make money of crafting just use these so secret sites https://gw2efficiency.com/crafting/recipe-overview , https://www.gw2spidy.com/ , https://www.gw2tp.com/calculator . Crafting UI needs a rework though.

  • Leo G.4501Leo G.4501 Member ✭✭✭✭

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

  • @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    Except that, try as you might, you can't sell BtA items, like backpacks, to share an item that I can already craft that's exotic, and yet, I can't sell them.

  • Leo G.4501Leo G.4501 Member ✭✭✭✭

    @robertthebard.8150 said:

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    Except that, try as you might, you can't sell BtA items, like backpacks, to share an item that I can already craft that's exotic, and yet, I can't sell them.

    Well don't you think that'd be part of the suggestion here?

  • @Leo G.4501 said:

    @robertthebard.8150 said:

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    Except that, try as you might, you can't sell BtA items, like backpacks, to share an item that I can already craft that's exotic, and yet, I can't sell them.

    Well don't you think that'd be part of the suggestion here?

    What I am thinking is that there's a reason ANet went with this set up, and I suspect it's got something to do with the economy. Why else would anyone make desirable items BtA when acquired?

    It gets really easy to "abuse" this kind of system. It also gets really easy to corner the market, and drive prices sky high, causing massive inflation, and making it hard for regular players, or players that don't want to craft, to get items that can only be achieved via crafting, especially with the "make crafted items better than drop items" in the OP. I've seen what happens with uncontrolled economies in MMOs. Base items listing for literally billions of the game's currency on their TP equivalents. I'd prefer to stay away from that, it's kind of refreshing, to be honest, to not have to count the 0s behind a price to see if I have enough money or not. I realize that this is likely exactly what would make crafting "relevant" to some, but we don't need it here, and frankly, we shouldn't really want it either.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited March 18, 2019

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    The current situation shows, that while the dislike exists, it's not so pronounced to make people actually avoid crafting to a degree where it would make it profitable. It's not enough for few people willing to buy rather than to craft to exist. In order for crafting to be profitable, those people would need to significantly outnumber those willing to craft. In gw2 however, the crafting system is very easy to use, so even many of the people disliking crafting are likely to use it when faced with significant price difference.

    If you made crafting more necessary, without at the same time making it a much greater time/effort investment (so, basically, without redoing the whole underlying system), that situation would not only not change, but even more people would be pushed into crafting for themselves. Even though they'd dislike it.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • Dami.5046Dami.5046 Member ✭✭✭

    Whatever happens I don't want my crafting to become RNG based like Aion was, thank you very much.
    No no three times no.
    never have leveled crafting on either of my accounts with the idea to make money. They are leveled so i can make food, armour and weapons selfishly for me.
    As much as I would like jewel craft to be updated I think that would cause the issues that certain maps wouldn't be farmed and that would cause more moaning on these hallowed walls.

  • Westenev.5289Westenev.5289 Member ✭✭✭✭

    Weaponcrafting and Armourcrafting crafts still have their uses, and 400 jeweler is vital to dungeoneers, but I don't think I've ever cooked anything since getting 400 cooking. Most of the best-in-slot items can be bought off the TP for cheaper, are exclusive to events (riceballs, spring rolls), or are made from other professions (sharpning stone utilities). For WvW, the provisions box has cheap canned foods which are "good enough" not to really matter. Even if you wanted to craft it, you have to follow a long chain of recipies to reach the end result.

    It's kind of a shame. Cooking was probably the skill I was most hyped for when I was a newbie... and I never get to use it.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    @Westenev.5289 said:
    Weaponcrafting and Armourcrafting crafts still have their uses, and 400 jeweler is vital to dungeoneers, but I don't think I've ever cooked anything since getting 400 cooking. Most of the best-in-slot items can be bought off the TP for cheaper, are exclusive to events (riceballs, spring rolls), or are made from other professions (sharpning stone utilities). For WvW, the provisions box has cheap canned foods which are "good enough" not to really matter. Even if you wanted to craft it, you have to follow a long chain of recipies to reach the end result.

    It's kind of a shame. Cooking was probably the skill I was most hyped for when I was a newbie... and I never get to use it.

    Accurate, but only if you're focusing on BIS foods. If you're just doing dailies or map completion for example, a non-BIS LV 80 food is cheap to produce, gives a small boost in stats but also give the +10% XP.

    I am equally puzzled at why they release unique foods during festivals without offering a near equivalent via recipes. Delicious Rice Ball is a great example: there should be a craftable version that doesn't have the +MF stat, and also isn't useable as a turn in for the festival vendors.

  • Leo G.4501Leo G.4501 Member ✭✭✭✭

    @robertthebard.8150 said:

    @Leo G.4501 said:

    @robertthebard.8150 said:

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    Except that, try as you might, you can't sell BtA items, like backpacks, to share an item that I can already craft that's exotic, and yet, I can't sell them.

    Well don't you think that'd be part of the suggestion here?

    What I am thinking is that there's a reason ANet went with this set up, and I suspect it's got something to do with the economy. Why else would anyone make desirable items BtA when acquired?

    It gets really easy to "abuse" this kind of system. It also gets really easy to corner the market, and drive prices sky high, causing massive inflation, and making it hard for regular players, or players that don't want to craft, to get items that can only be achieved via crafting, especially with the "make crafted items better than drop items" in the OP. I've seen what happens with uncontrolled economies in MMOs. Base items listing for literally billions of the game's currency on their TP equivalents. I'd prefer to stay away from that, it's kind of refreshing, to be honest, to not have to count the 0s behind a price to see if I have enough money or not. I realize that this is likely exactly what would make crafting "relevant" to some, but we don't need it here, and frankly, we shouldn't really want it either.

    @Astralporing.1957 said:

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    The current situation shows, that while the dislike exists, it's not so pronounced to make people actually avoid crafting to a degree where it would make it profitable. It's not enough for few people willing to buy rather than to craft to exist. In order for crafting to be profitable, those people would need to significantly outnumber those willing to craft. In gw2 however, the crafting system is very easy to use, so even many of the people disliking crafting are likely to use it when faced with significant price difference.

    If you made crafting more necessary, without at the same time making it a much greater time/effort investment (so, basically, without redoing the whole underlying system), that situation would not only not change, but even more people would be pushed into crafting for themselves. Even though they'd dislike it.

    I dunno. It feels like these two replies sort of contradict themselves rather than the OP.

    Firstly, crafting doesn't cause inflation. Inflation causes inflation (overabundance of currency to goods ratio or overabundance of goods to currency).

    Secondly, one talks about the ratio of "crafters" (defined people liking, willing and profiting off crafting) to "non-crafters" (defined as those not in the former group) needs to be exclusive to work while the other says if its exclusive they will control the market but not taking into account that neither the crafters or the non-crafters will corner the market, but the traders (defined as the people that buy low and sell high). The traders currently corner the market and they will corner the market either if crafting is relevant or not.

    That being said, I'm just trying to spark dialog. I understand what you're saying, I just feel that we're all coming at this from slightly different perspectives meaning I think there is still worthwhile discussion to be had. I'm of the group that enjoys making stuff in-game but dislike that the system is boring and extremely automated to a degree that it might as well be an NPC that has a "patronage gauge". The relevancy of crafted items is more an discussion of the economy and in-game equipment as a whole. I think the game should have tried to keep crafted and dropped gear as "different" from obtained/rewarded gear. Like, instead of exotics being a weaker version of ascended, it should have been that Superior Runes/Sigils or below being slottable in exotic gear while ascended would have had a different upgrade that was focused on something unique from runes/sigils.

    But yeah, that would require a rework of equipment and upgrades as well as likely needing to alter crafting. Of course, you could keep the status quo because there's no telling what ramifications widespread changes like what the OP or I suggest would have.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @Leo G.4501 said:
    I dunno. It feels like these two replies sort of contradict themselves rather than the OP.

    Oh, quite possible, seeing as you're responding to two different people. I so happen to disagree with @robertthebard.8150 on some of his points as well.

    If you are talking about my two points however, then i have already answered why i don't think they are contradictory.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • @Leo G.4501 said:

    @robertthebard.8150 said:

    @Leo G.4501 said:

    @robertthebard.8150 said:

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    Except that, try as you might, you can't sell BtA items, like backpacks, to share an item that I can already craft that's exotic, and yet, I can't sell them.

    Well don't you think that'd be part of the suggestion here?

    What I am thinking is that there's a reason ANet went with this set up, and I suspect it's got something to do with the economy. Why else would anyone make desirable items BtA when acquired?

    It gets really easy to "abuse" this kind of system. It also gets really easy to corner the market, and drive prices sky high, causing massive inflation, and making it hard for regular players, or players that don't want to craft, to get items that can only be achieved via crafting, especially with the "make crafted items better than drop items" in the OP. I've seen what happens with uncontrolled economies in MMOs. Base items listing for literally billions of the game's currency on their TP equivalents. I'd prefer to stay away from that, it's kind of refreshing, to be honest, to not have to count the 0s behind a price to see if I have enough money or not. I realize that this is likely exactly what would make crafting "relevant" to some, but we don't need it here, and frankly, we shouldn't really want it either.

    @Astralporing.1957 said:

    @Leo G.4501 said:

    @Astralporing.1957 said:

    @Erasculio.2914 said:

    @Astralporing.1957 said:
    The only way to have crafting more relevant/more profitable (which, by the way, does not automatically imply a positive impact on TP) is to make it harder, more complicated, and/or more annoying

    Wow, such a horrible design. You would make crafting worse so fewer people would be willing to do it at all and then create a fake scarcity by reducing the supply of crafted items in the game. This is the kind of design decision people make in MMORPG that leads to players rioting (just see Anthem right now).

    The rather obvious alternative is, instead of reducing supply, to increase demand.

    As far as relevancy, yes, making crafting less an option and more a requirement would make it more relevant, but not in a good way. People that dislike crafting would not like being forced into it more. People that like crafting would still dislike that they can't really use crafting for profit (any more that they can now). Thus, there would be no benefit whatsoever.

    But these two points counter themselves. If people that dislike crafting can instead obtain the relevant items from the people that do like to craft, that's potential profit for the people that craft and it's bypassing the requirement of those that dislike to craft thus the benefit is there.

    The current situation shows, that while the dislike exists, it's not so pronounced to make people actually avoid crafting to a degree where it would make it profitable. It's not enough for few people willing to buy rather than to craft to exist. In order for crafting to be profitable, those people would need to significantly outnumber those willing to craft. In gw2 however, the crafting system is very easy to use, so even many of the people disliking crafting are likely to use it when faced with significant price difference.

    If you made crafting more necessary, without at the same time making it a much greater time/effort investment (so, basically, without redoing the whole underlying system), that situation would not only not change, but even more people would be pushed into crafting for themselves. Even though they'd dislike it.

    I dunno. It feels like these two replies sort of contradict themselves rather than the OP.

    Firstly, crafting doesn't cause inflation. Inflation causes inflation (overabundance of currency to goods ratio or overabundance of goods to currency).

    Secondly, one talks about the ratio of "crafters" (defined people liking, willing and profiting off crafting) to "non-crafters" (defined as those not in the former group) needs to be exclusive to work while the other says if its exclusive they will control the market but not taking into account that neither the crafters or the non-crafters will corner the market, but the traders (defined as the people that buy low and sell high). The traders currently corner the market and they will corner the market either if crafting is relevant or not.

    That being said, I'm just trying to spark dialog. I understand what you're saying, I just feel that we're all coming at this from slightly different perspectives meaning I think there is still worthwhile discussion to be had. I'm of the group that enjoys making stuff in-game but dislike that the system is boring and extremely automated to a degree that it might as well be an NPC that has a "patronage gauge". The relevancy of crafted items is more an discussion of the economy and in-game equipment as a whole. I think the game should have tried to keep crafted and dropped gear as "different" from obtained/rewarded gear. Like, instead of exotics being a weaker version of ascended, it should have been that Superior Runes/Sigils or below being slottable in exotic gear while ascended would have had a different upgrade that was focused on something unique from runes/sigils.

    But yeah, that would require a rework of equipment and upgrades as well as likely needing to alter crafting. Of course, you could keep the status quo because there's no telling what ramifications widespread changes like what the OP or I suggest would have.

    Hypothetical scenario:

    I'm a dedicated crafter, and can craft every piece of cool gear there is. OP's suggestions go in, just as they are, and so, all that gear that I can craft is now BiS for everyone. So, seeing as I can now sell anything gear wise that I craft, I set the bar at a few hundred gold per unit. Assuming similar gear sells for less than 50, I am now on the way to inflating the prices of gear across the board. Even if someone wants to undercut me for sales, they'll still try to squeeze every copper out of that gear that they can, so they may well price it at 299 gp compared to my 300. In order to hedge my bets, once I start selling this gear, and it starts moving, I'm then going to buy up all the cheaper mats, and either keep them to use, or flip them for higher prices, all to make buying my gear the more attractive option. I won't be the only one doing this, and this is exactly what happens when you allow a free market to run wild, with BiS gear as a target, and the people that want it that can't craft it, or can't afford to craft it, forced to pay the prices that are set. Note that, in order to protect my get rich quick scheme, I would also buy up any "reasonably" priced crafted gear, and relist it for my prices. Again, I won't be the only one that does this. It won't take long to get those prices stabilized at or near the price I want to make for my crafted gear, because even the crafters that are thinking they can get rich keeping the prices down, once they see that the gear is moving for higher prices, are going to raise their own prices so that they can get a piece of that bigger, better pie.

    This is why crafted gear is BtA, or is at least a contributing factor to that, and the same for materials for higher tier gear. If anyone believes that this cannot, or will not happen, they need to get into more MMOs and see for themselves what happens when you can sell BiS gear on an AH equivalent system.

  • Dami.5046Dami.5046 Member ✭✭✭

    oh you never know, maybe one day the next new mount will be crafted only and sellable, for $$$$.

  • Trise.2865Trise.2865 Member ✭✭✭✭

    Let's take this in a different direction. Instead of trying to make crafting more "relevant" (seriously?), perhaps we should attempt to make crafting more interesting.

    One obvious solution is more recipes. More skins, more things to make, more interactions, etc., etc.. One easy way to increase the total number of recipes could be setting up alternate-ingredient recipes, perhaps using items from other disciplines (i.e. using Potions in creating or instead of Emblems). This lessens the demand slightly for certain rare or high-tier crafting materials, while greatly raising demand for most other mats and bolstering some "lesser used" crafting disciplines and products.

    Another possible solution is to create a crafting mini game instead of the standard "loading bar" UI. In the interest of fairness, the mini game should have no impact on the item(s) being crafted, but high success could reduce or refund certain material costs, award additional prizes (such as minor Boosters and/or extra crafting XP), or simply complete the craft sooner/quicker. I would advise that this mini game should be a "one and done" thing, as in, the entire batch ordered should complete once crafting is finished. This is to reduce tedium and repetition for the average crafter, while still rewarding people who would choose to "farm" crafting one or a few items at a time.

    Reductio ad absurdum

  • Conqueror.3682Conqueror.3682 Member ✭✭✭

    Make crafting account bound, rather than character bound, thats the only improvement i need to see.

    By the way, with the last change to rune crafting, many runes became very profitable, so, crafting has became more relevant than it was before.

    Fall down seven times, get up eight.

  • Leo G.4501Leo G.4501 Member ✭✭✭✭

    @Astralporing.1957 said:

    @Leo G.4501 said:
    I dunno. It feels like these two replies sort of contradict themselves rather than the OP.

    Oh, quite possible, seeing as you're responding to two different people. I so happen to disagree with @robertthebard.8150 on some of his points as well.

    If you are talking about my two points however, then i have already answered why i don't think they are contradictory.

    I understand it's two different posters. It's that they take the same stance against the OP but for somewhat contrasting reasons.

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    @Turkeyspit.3965 said:

    @Westenev.5289 said:
    Weaponcrafting and Armourcrafting crafts still have their uses, and 400 jeweler is vital to dungeoneers, but I don't think I've ever cooked anything since getting 400 cooking. Most of the best-in-slot items can be bought off the TP for cheaper, are exclusive to events (riceballs, spring rolls), or are made from other professions (sharpning stone utilities). For WvW, the provisions box has cheap canned foods which are "good enough" not to really matter. Even if you wanted to craft it, you have to follow a long chain of recipies to reach the end result.

    It's kind of a shame. Cooking was probably the skill I was most hyped for when I was a newbie... and I never get to use it.

    Accurate, but only if you're focusing on BIS foods. If you're just doing dailies or map completion for example, a non-BIS LV 80 food is cheap to produce, gives a small boost in stats but also give the +10% XP.

    The Halloween foods are 2c and give +15% XP
    For utility you can use the Halloween ones for an additional +30% MF or use the Wintersday ones for an additional +10% karma

    I am equally puzzled at why they release unique foods during festivals without offering a near equivalent via recipes. Delicious Rice Ball is a great example: there should be a craftable version that doesn't have the +MF stat, and also isn't useable as a turn in for the festival vendors.

    Tapioca Pudding is the closest to Delicious Rice Balls and craftable but it is also 50% more expensive :/

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