The Scrying Pool: Crafting Expansion

In this week's article of The Scrying Pool, I look at what the crafting level cap raise could bring.

Cooking is probably the easiest to answer. Due to its non-tiered structure, anything could be added as a new crafting recipe at any level. Even low level ingredients such as apples and bananas could be put into a recipe at 450 and work fine. We don't have doughnuts in the game yet, which, if added, would use the level 0 ingredient Ball of Dough.

The rest of the crafting disciplines follow the tiered system that wouldn't work without tiers for them to move up. The 300-400 progression includes level 70 blues at 300, 75 blues at 325, 80 greens at 350, 80 rares at 375 and 80 exotics at 400. All we know of the 400-500 progression so far is that 400 is level 80 exotics and 500 has the next best rarity with level 80 ascended gear. The 425, 450 and 475 milestones have nothing to call their own.

I am not entirely sure what we will see to fill this gap. Some of the Mystic Forge recipes for special weapon skins I always thought would have easily fit under the crafting disciplines. Possibly these skin recipes would be transferred over to fill this gap. These recipes, however, are typically not cheap which would not make them efficient for leveling crafting.

Something that would be interesting is the addition to craft usable skins. By this I mean the items that are used solely to apply a skin to another weapon or armor. They would be a unique item apart from what can already be crafted and wouldn't be just another weapon or armor created solely for the purpose of leveling.

This gap could also include new stat combinations. Looking at the wiki, currently almost half of the stat combinations in the game cannot be crafted. These could be added into the gap, and they could work as leveling fodder as they would be created with items similar to the currently available recipes.

Another thing we might see is the addition of back items to crafting. These might not include very diverse or interesting skins, as good back item skins are nice for Living World rewards, but it would allow for a wider range of stat combinations for back items. It is these unique items such as back items and usable skins that I could see using the E6 materials before the new max level.

We also don't know how experience will work with the expanded crafting system. Currently players will get a total of 10 character levels for maxing a crafting to 400, which, if they max all 8 disciplines, will earn the player a max level 80 character. Will 401-500 continue the rate of experience netting 12.5 levels for maxing each discipline or will it stop the rate giving the account-bound ascended gear the main reason for leveling crafting? Maybe the experience could even be adjusted so that 10 character levels are given for going from 0-500 instead of 0-400.

As someone who enjoys crafting just for crafting, I wouldn't mind seeing the higher crafting levels not give experience. With the expected higher gold and possibly time cost with leveling from 400-500, however, getting 2.5 or even 5 levels might not seem like much.

Matt "Mattsta" Adams is now a Dungeon Master!

I was really hoping that the dungeon reward upgrade would help make finding parties for the more difficult dungeon paths easier. At first it didn't seem like it was much of a help, but slowly I was able to get the dungeons completed with my guild helping out on the last path I needed: CoF path 3. With each content teaser page, I have been hoping to see LFG as one of the upcoming features. Maybe next patch?

As always, if you have a question for me or a topic you would like to see talked about here, comment below or tweet it to @MattstaNinja.

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