102682-is-the-crafting-professions-in-wildstar-any-good

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Thats a nice idea i must have missed that post, to often i see professions quickly become irrelevant or useless, i think thats why carbine wanted the crafting gear to be strong (though its kind of extreme). This would help them stay relevant.


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Crafting is actually pretty useful for leveling and also as some people mentioned for crafting BiS items at level cap. If you played WoW then you know how a blacksmith might craft 30 bronze daggers which you end up just vendoring? with WS you can craft stuff that is actually useful, even low level items. The crafts that make gear and weapons can also adjust stats to suit player preference. You can load a schematic for an item and pop in a power core and give the item say 20 brutality and 20 moxie. OR you can craft the same exact item and raise one stat and lower the other and make it 30 brutality and 10 moxie instead. There is even a thing you can do called overcharging which is kinda like overclocking your PC. Say an item has a power capacity of 500...you raise the stats until you are at 499/500. At this point you can craft the item and it will have a zero chance to fail. But you can keep raising the stats some more. Raise the stats until it puts you at power capacity 510/500 then it might now have a 2% chance to fail. Raise the stats even more so that the power capacity is now at 520/500 and it might be a 10% chance to fail. If the chance to fail is too high for your liking you can bring the stats back down to 499/500 and now you are back to zero chance to fail. The other crafting systems like Architect, Technologist and Cooking are different and they do have some issues that the devs need to address. But even with those issues you can still progress in Arch and Tech, it's just that some schematics wont be craftable.


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God this is like the worst *cupcake*ing approach to the design problem I can think of. I hope they address the actual issue.


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