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HunterjWizzard
02-23-2015, 05:34 PM
Step 1: leave the old system as-is

Step 2: add in all the missing prefixes and suffixes

Step 3: split-out "epic" and "heroic" crafting, use the same skill levels and the same ingredients, but produce the same clear split present in loot gen(E.G: +7 stat items should be an automatic AML20 since +7 stats do not appear on loot-gen items that aren't level 20 or above). This will allow you to, again, leave the current system as-is without making any changes, and better mirror loot-gen.

Step 4: add in the ability to craft augment slots onto weapons, if you're feeling generous, also toss in crafting metal-types onto existing blanks(or, hell, just give us the ability to produce blanks), and while we're asking, how about we craft augments themselves? Though admittedly it is possible to get most augments through various trade-in systems.

Step 5: and, this is, arguably, the most crucial step, but for the love of all that is good and decent in this world DO NOT ADD IN some sort of chiony, pay-per-click astral-shard costing mechanic! I'm cool with having mats on the DDO store(I've bought them there, ugh), I'd even be fine with dropping an NPC into the crafting hall who traded shards for mats, that doesn't bother me.

But the actual crafting process cannot, should not, and must not ever require the use of astral shards. This is not a "freemium" cellphone game, stop treating it like one.

redsparkle
02-25-2015, 12:53 AM
BLUF: Reduce all shard essence costs to bound shard costs. Remove bound shards from the crafting system, making all shards unbound and costing what bound shards cost now.

I think you are in the ballpark. The Devs (on DDOCast) have acknowledged that Cannith Crafting has fallen by the wayside and fallen far behind the random loot-gen system.

Adding in additional prefix/suffix properties is likely to go through since that is a glaringly obvious shortfall of the existing system.

That being said, I don't think the biggest problem (or simplest to fix) is the lack of flexibility with the existing system.

In my experience, there are two big problems with the existing cannith crafting system:
1. Long Grind.
2. Low payout to the community.

These two tie in with each other. If it were a shorter grind, you could get to the better unbound shards faster, creating them cheaper, for more of the community. Alternatively, if there was a higher payout from the community, the incentive to go through the long grind would be increased.

A solution that I propose, that I have not yet found in the forums, is to do away with bound shards, and reduce unbound shard essence costs and crafting level requirement to the current bound shard status.

This single change impacts both of the big problems I mentioned before. By reducing the number of essences for unbound shards this makes it cheaper & faster to level cannith crafting while also creating shards that you can sell/trade into the community. I also feel that this change to the existing system would be an easier, simpler, and sooner solution than adding in new recipes. Instead of adding new content, the existing content is simplified and refined. No need to worry about bound or unbound shards; all shards are unbound and at an essence cost that already exists in bound shards.

I look forward to any questions, comments, concerns regarding my opinions.

MageDNA
02-25-2015, 07:40 AM
New player here. I subscribed 2 month ago.

I started to lvl up cannith crafting. I spend a lot of time with it, it neds the time actually to get some lvls and it's ok with a crafting system.

The system gives a great freedom, as it should be around an mmo's crafting system. If it don't brings freedom and creativity to the table, then I can't even call it a crafting content. (I don't even see the static item change mechanics like a crafting methode aka greensteel, alchemycal...)

I found 3 staff by the last 3 dungeon runs what are not even blue, but simpple green loots and have:
- 15 implement bonus to universal spell power
- 5 enchancement bonus
- 11 compotent bonus to spellcraft
- 56 equipment bonus to universal spell power
- 84 equipment bonus to positive spell power
- 84 equipment bonus to force spell power (includeing physical and untyped dmg)
- it has ML 18 and it's unbound of course

When I take a look at bound to character cannith crafting pecipes, then I should realize, that the cap of equipment spell power bonus is 66 and that single prefix drop 14 ML to your crafted item. This simple prefix needs the amount of greater essence what you can get by deconstruct around 15-20 looted staff what I mentioned above. But actually we can handle the lack of essences coz there is a great big banner under the crafting window, that "DDO store, offering many crafting ingredients" and a huge "GO NOW" buttom.

First of all, the game is great, lots of effort in it, huge game world, complex contents...

But dear Turbine, did you realized, that the existing issue with the game's one and only crafting system is not a little unbalance issue, what needs a fix "maybe" "sometimes" "in this year probablly", but if you take a closer look what I described above, you should realize, that it's the madness it self! And if rl money is involved in to madness then I better don't mentioning it how we call it in real life coz I will be baned from here.

The game is sooo all right, that a shame like cannith crafting can't stay like this, not even for a day...

I spend so much time on this trap content, that if it don't get a fix in the next few weeks I'm out. I play online games since 2009 (first self made nwn1 servers) and I never ever was so much trolled by a game content like with cannith crafting not even till alpha testing some mmos. If I would have a word in DDO's office, I would say, "ok guys, for the next 3 days we have a sprint, all cannith recipes should be change in there numbers to be equal to the existing loot. We have ddo store trade connected to this content, we have no money for a new server, so go-go 3 days we have for this" : )

Chette
02-25-2015, 08:01 AM
In my opinion you should be able to, in theory, craft almost anything with the Cannith crafting system, things comparable to named drops. Where it becomes a challenge though is that you should only be able to increase the enchantment value of an item (the amount of crafted abilities it can hold) through enchantment shards that are obtained from questing, where higher level enchantment shards drop in higher level quests. Want something with +15 worth of enchantments on it? Well, you better plan on running level 30 quests on epic elite. Special ingredients for crafting special effects should drop in specific quests, like sneak attack, or lightning strike, this way the crafting system can continue to be upgraded as more quests and loot are added to the game. Just think of how your options for gearing would change if we actually had the flexibility to craft the items we want? Right now 90% of characters are wearing the exact same gear set, or pretty darn close to it. We're all competing over the same items, and if it weren't for glamours we'd all look the same. Lets give people more choices and creativity. That's what's kept DDO alive for so long. Ask pretty much any long term player and they'll say they keep coming back to DDO because you can build almost any character you want. Do the same for loot and the game will thrive.

MageDNA
02-25-2015, 09:10 AM
In my opinion you should be able to, in theory, craft almost anything with the Cannith crafting system, things comparable to named drops. Where it becomes a challenge though is that you should only be able to increase the enchantment value of an item (the amount of crafted abilities it can hold) through enchantment shards that are obtained from questing, where higher level enchantment shards drop in higher level quests. Want something with +15 worth of enchantments on it? Well, you better plan on running level 30 quests on epic elite. Special ingredients for crafting special effects should drop in specific quests, like sneak attack, or lightning strike, this way the crafting system can continue to be upgraded as more quests and loot are added to the game. Just think of how your options for gearing would change if we actually had the flexibility to craft the items we want? Right now 90% of characters are wearing the exact same gear set, or pretty darn close to it. We're all competing over the same items, and if it weren't for glamours we'd all look the same. Lets give people more choices and creativity. That's what's kept DDO alive for so long. Ask pretty much any long term player and they'll say they keep coming back to DDO because you can build almost any character you want. Do the same for loot and the game will thrive.

Actually we already have a system in cannith crafting what force you to run different contents, quest lines, till most of the recipes need some collection part what can be found in spec lvl range or quest line (mostly)
The system already force you to run high lvl content - you need to run lvl 20 -28 maps to gather essences for lvl up your crafting skills for making a great and viable lvl 1 item (hahaha)

By the way, your idea to give the system more creative options is perfect and would be the greatest goal for a crafting content, but till the game is dnd based it could have just limited prefix/sufix options. But there could be options and solutions for sure to make it more creative and I don't support anything better then a creative crafting content : ) But to be honest I will not start to brainstor in this issue, till I don't wanna give any idea to turbine what they woul maybe like and with it smuggle the time and effort from them by fixing the prefix/sufix numbers. The system is full broken in numbers, not a little bit but its 100% broken. It could give irreal high stats for lvl 1-4 TP farmers (new char-100 favor-delete-new char...) and laugh in the face to the actual players, who are buying subscrition, map packs and wanna play the game in it's full content.

RD2play
02-25-2015, 09:13 AM
I have been working on this for some time and as it seems it will never get done so ill post part of it here


Cannith Crafting:
Well this needs ... uhm ... updating! But wait! not only an update, it needs to become "THE crafting system" that ties other "crafting systems" and "random loot" together!!!
It should take effort getting the levels! ingredients! and recipes. And take some game knowledge to come up with decent gear options/additions. Yet flexible enough to allow for filling slots in the plenitude of builds

The current system is nice but is lacking on a few fronts. Not updated with new affixes, no epic permutations, no way to overwrite existing affixes ..... well a few things!!
The things it does have going for it are the ability to shape your gear to you char (only for tr twink atm but the idea is there) to fill in slots you don't have the "named" for yet and the ability to reduce all your loot to ingredients which saves bank space!!!

I want to propose the following changes to cannith crafting.


Here goes...!

First off ... Change all "random generated loot" to be inherent craft able, having the potential value of the affixes it comes with.

Remove Item Disjunction, we will no longer need this as all "random gen" will already be inherent craft able. Make it 5+ minimum ? or add new "shards of potential" 2-5 value.

Make sure affixes can be removed separately, i.e. you have a "anarchic +3 of bleed" and can for instance remove only anarchic, and be left with +3 of bleed.
You will additionally loose the potential value of the removed affix and get ingredients much like removing works right now.
You can increase the potential again with "shards of potential" to be able to add a new affix ("prefix" in this case).

So there are the basics, much like it works now, but without the "OMG now I need to disjunct but I already put an <expensive affix> now I will loose it, but I only want to upgrade form +4 to +5!?!" ... !


One more thing Canntih Crafting had right from the beginning is that not all affixes were supported out of the gate!
Meaning random loot drops could still have value as they drop with higher iterations (on skills for instance max 13 vs 15 in random) than "Cannith Crafting" could provide!
The down side of this is that abilities that are "nice to have" like paralyzing, vorpal, smiting, .. enz cannot be crafted. Which means you are stuck with the way it was "generated", +1 of <uselessness> for instance. And I agree that affixes with so much power should not be handed out like candy.
but rather in the system I propose you could at least get rid of the <useless> affix to replace it or keep the item at lower ML without.

So after the "Crating pass" it should also still be the case that "random gen loot" is worth to take a look at. I came up with the following system that would enforce this, although in a different way than it is now.

The solution: Common / Uncommon / Rare / Unique recipes ! How does this work ? I will explain

COMMON recipes:
These recipes are available to everyone, who has enough "Crafting Levels" and the "ingredients". like all the recipes that are on live right now!

unlike live, "Items" and "Shards" created through crafting (common) will remain UNBOUND by default. Items can still be made BTC through "Stone of Change" rituals or retain their BTA status.

UNCOMMON recipes:
These recipes first have to be learned/found. This could work by first getting an item that has an iteration of an ability that is not common/rare/unique, lets say +15 skill, from "random gen loot"
You will put this item in the "Deconstruct device" this will give you the option to choose "Learn Recipe", next to the options to remove prefix/suffix/enchantment. you choose this option and "craft".
The recipe will now be added to you "Recipe List" in the "Shard Device".(!permanent! even through TR, like crafting levels) !WARNING! the ITEM will be DESTRYED/consumed! and NO ingredients will be awarded! (Tip: best to clean the other affixes off it first).
You will now be able to craft these shards like common ones, meaning there is no limit to how many shards you can make after learning the recipe! (uncommon shards should be BTA, imho.)

The option to choose "learn recipe" should only be shown if you do not already "own" that recipe. (or should be greyed out) Because it will be very hard for players to keep track of this by them self.

There should be a discussion about whether "normal/flexible" shards should be different in terms of "learning" or that they should be both granted, since they already have a different "crafting level" requirement. Also it should be open to discussion if you need to have enough crafting levels to learn the recipes, or that this should always be possible.

RARE recipes:
Abilities like Vorpal, Paralyzing, Banishing, Smiting, Disruption, Vitality, ... enz (currently not supported by "Cannith Crafting") can be considered RARE.
These will need an extra ingredient called "Rare Recipe Card"(RRC). this card will drop rarely in "dungeons"(UNBOUND) or appear in "end reward list"(UNBOUND/BTA), maybe they can be purchased by CoV, TP or AS(BTA).
With this "Rare Recipe Card" and an item with a RARE affix you can create a "<affix> Recipe". This "Recipe" can then be put in the "Shard Device" and it will give you the recipe to make the <affix>.
The "Recipe" will be "used" as an ingredient so you will only be able to craft the shard once per RRC+Item.

Example: You have a paralysing weapon and a RRC, you put both in the "Deconstruct Device" and craft. You will now have a "paralysing recipe" and both the weapon and the "RRC" will be destroyed.
You now put the "paralysing recipe" into the "Shard Device", add the ingredients and hit "craft" (you need high enough relevant crafting levels). You will get a "paralysing Shard" and the "Recipe" will be destroyed. You can now put add the shard to another item.

!Important! Depending on the "RRC" bound status, the "Recipes" and "Shards" created will have the same status(UNBOUND/BTA)!
!This will also affect the "Bound Status" of the "Item" to which the "Shard" is added!

UNIQUE recipes:
Abilities like: Sun's Fury, Lacerating, Bracing, Icy Depth's .... enz can be considered UNIQUE. (also can we have these back please, they make random loot so much more interesting! especially armour).
These will need an extra ingredient called "Unique Recipe Card"(URC). this card rarely drops in "dungeons"(H/E) or appear in "end reward list"(BTA), maybe they can be purchased with CoV, TP or AS(BTA).
The method is the same as with RARE recipes.

!All UNIQUE "Recipes" and "Shards" created will be BTA!

!WARNING! since UNIQUE gear has the "BtCoE" property adding the "Shard" to an "Item" will make the item BTC (BTCoE&"equipped"). Make sure to complete the item on the right character!

Epic Cannith Carfting:

should be pretty much the same, but shards make items AML20, to bar epic gear option being used in heroics.

HunterjWizzard
02-25-2015, 10:28 AM
I feel that many responders here have missed the point entirely. Some people want the system changed into something its not, others want it vastly altered. I am the only one who has come out with a set of updates that do not heavily modify the core system - and at it's heart, the system we have is fine as-is. Its not great, its not everything we want it to be, but it's solid.

Unfortunately, it's hard for some players to grasp. Great example:



In my experience, there are two big problems with the existing cannith crafting system:
1. Long Grind.
2. Low payout to the community.


This is working as intended. Crafting is supposed to have a long grind, and in DDO it's not meant to play out in the community. In it's prime(back when you COULD craft most everything from loot-gen) the main role of the system was highly customizable gear. Unbound shards is an after-thought. It was meant to have a long grind because this is an MMO and that's what MMOs do. At least the system is highly varied; you can make a wide variety of things.

There was never meant to be a "payout" to the community; unbound shards are an after-thought. Something you make for guildies and friends. If you aren't intimately familiar with the crafting system, buying shards is pointless. You won't have a freaking clue. If you know the system it's one thing, but if you are just casually looking to pick up an item? Not so much.

And it's still too expensive. Even with redsparkle's proposed changes, a fairly basic item still cost 3-4 times it's unbound counterpart, with that price rising exponentially as the item ML goes up, owing almost entirely to those shards of potential.

This is just not what the system was designed for.

Let's be realistic and push for changes that A) don't involve much modification, and B) keep the system in line with it's original intent.

RD2play
02-25-2015, 10:47 AM
I feel that many responders here have missed the point entirely. Some people want the system changed into something its not, others want it vastly altered. I am the only one who has come out with a set of updates that do not heavily modify the core system - and at it's heart, the system we have is fine as-is. Its not great, its not everything we want it to be, but it's solid.

Unfortunately, it's hard for some players to grasp. Great example:



This is working as intended. Crafting is supposed to have a long grind, and in DDO it's not meant to play out in the community. In it's prime(back when you COULD craft most everything from loot-gen) the main role of the system was highly customizable gear. Unbound shards is an after-thought. It was meant to have a long grind because this is an MMO and that's what MMOs do. At least the system is highly varied; you can make a wide variety of things.

There was never meant to be a "payout" to the community; unbound shards are an after-thought. Something you make for guildies and friends. If you aren't intimately familiar with the crafting system, buying shards is pointless. You won't have a freaking clue. If you know the system it's one thing, but if you are just casually looking to pick up an item? Not so much.

And it's still too expensive. Even with redsparkle's proposed changes, a fairly basic item still cost 3-4 times it's unbound counterpart, with that price rising exponentially as the item ML goes up, owing almost entirely to those shards of potential.

This is just not what the system was designed for.

Let's be realistic and push for changes that A) don't involve much modification, and B) keep the system in line with it's original intent.

When the system was introduced to us, feather "promised" us we would be able to take something from one item and put it on another. The system in place now does not support this in least. Also apparently the back end of this system is buggy and laggy as hell so why not want to change this. In one of the ask the devs severlin talked about redoing random gen (I heard recoding) and possibly merging it with the cannith crafting system so they would become one thing. These are my thoughts exactly and I base my suggestions on this. The idea is that the "Tech" for such a system exsists already in the game namely for augments, they can be placed, overwritten and taken out, using a barter interface. so the idea would be that hidden in the back the shards would function like augments but in the front you use the cannith devices to modify your equipment. where you can change your augments on the fly. then again augments will be harder to obtain where shards can be crafted.

edit: One other positive side effect of the changes I propose are that it will make it easier to add new "affixes" to the random loot table

HunterjWizzard
02-25-2015, 01:08 PM
NM

We're done here.

MageDNA
02-25-2015, 01:18 PM
I feel that many responders here have missed the point entirely. Some people want the system changed into something its not, others want it vastly altered. I am the only one who has come out with a set of updates that do not heavily modify the core system - and at it's heart, the system we have is fine as-is. Its not great, its not everything we want it to be, but it's solid.

Unfortunately, it's hard for some players to grasp. Great example:



This is working as intended. Crafting is supposed to have a long grind, and in DDO it's not meant to play out in the community. In it's prime(back when you COULD craft most everything from loot-gen) the main role of the system was highly customizable gear. Unbound shards is an after-thought. It was meant to have a long grind because this is an MMO and that's what MMOs do. At least the system is highly varied; you can make a wide variety of things.

There was never meant to be a "payout" to the community; unbound shards are an after-thought. Something you make for guildies and friends. If you aren't intimately familiar with the crafting system, buying shards is pointless. You won't have a freaking clue. If you know the system it's one thing, but if you are just casually looking to pick up an item? Not so much.

And it's still too expensive. Even with redsparkle's proposed changes, a fairly basic item still cost 3-4 times it's unbound counterpart, with that price rising exponentially as the item ML goes up, owing almost entirely to those shards of potential.

This is just not what the system was designed for.

Let's be realistic and push for changes that A) don't involve much modification, and B) keep the system in line with it's original intent.

I doubt that its time to even mentioning how this crafting system could be better.

It should get all the upgrades to make it viable till lvl 28, all the existing prefix, sufix options should be implant to cannith recipes and the prefix/sufix ML calculation should be the same like for looted green items bonus the mastercraft content, till lets be honest if you lvl up a grindy crafting system by spending time, effort, even TP, you have the favor to the connected house to buy the mastercraft item, then it should bring something extra to the table.

It's all just changing some numbers in the scripts. I'm sure, that till this 2 month subscription time I was typeing more on my keyboard to enter my username and pw to the logging screen, then the programing would need to change this numbers,

I think Turbine on't change this numbers becouse they wanna patch the crafting table with a fresh new system. I also see, that it could be in 2015 but also could be in 2016. Sure, it's exelent if they are working in a fresh new system, but till that time it would be very nice of them to fix the existing system's numbers : ) And then we all will be hapy with the new system even if it comes live in 2015 or 16, but untill then it needs a fix.

And I mean here not a fix like "ok, they cry a bit tooo loud on the forum, lets bring the cap of cannith crafted natural armor prefix from 3 to 5" : D

A last thing:
I was wondering, why they don't upgrade the numbers? It could be game breaking? Not at all, there would be no better items like the blue ones, but there would be an option to hack and slash true the maps and take what you find, or spend a bunch of time with crafting your gear for every lvl. Time = money for Turbine if it spent by a vip player right?
Could it disturb the busness of DDO store? How? No way! It would rise it, till all of us know well, that to lvl up cannith crafting needs way more greater essence that the loot offers till lvl'up, to craft a gear for your lvls will need way more greater essence then the adventure offer till you reach that lvl. So there is two way to get it 1, grind the same quest again and again to get more greater essences. Time =money for Turbine by vip players. 2, you buy the greater essences from the ddo store.

So why they don't upgrade the numbers?

You know what Turbine, I will do it for you, contact me, we make a contract, give me 2 days and it will be rdy : D I will even make a gesture: 25% off - MageDNA fixing the numbers, MageDNA port to Turbine office, MageDNA Rest shrines near to Turbine office. - this sales live 2015 Febuary 25 - March 10 (at March 10 Mage DNA will go off if you don't use the 25% off : ))

Knightsubzero
02-26-2015, 01:45 AM
original post is perfect.

just upgrade it so we can make epic gear. and add in these...

deadly
speed (or maybe add speed augments to the game as loot gen elsewhere)
some better options for fighters and archers, melee alacrity 20% or something.
higher enhancements, higher stat bonuses, higher glacacation etc.

also...descriptions on shards would be nice...there is no way to tell what is a prefix and what is a suffix...you learn these over time but it is very frustrating (even now at crafting level 130).

other than that, just keep it simple! increase the level that we can craft.

dunklezhan
02-26-2015, 03:47 AM
When the system was introduced to us, feather "promised" us we would be able to take something from one item and put it on another.

First of all it was Fernando, and second of all he didn't promise. He didn't caveat what he was saying anything like enough, but he didn't promise.

Mysteria_Sdrassa
02-28-2015, 11:35 AM
i like op's ideas,, i think i would add more flexible shards so we could basicly make our own equivalents of say,, Muckbane,, for instance,, or Ghostbbane....
also,, the ability to add additional prefix and suffix slots in addition to the augment slot,, perhaps as the mentioned epic crafting levels?

Tloboc_Pelor
03-13-2015, 04:03 AM
Step 4: add in the ability to craft augment slots onto weapons, if you're feeling generous, also toss in crafting metal-types onto existing blanks(or, hell, just give us the ability to produce blanks), and while we're asking, how about we craft augments themselves? Though admittedly it is possible to get most augments through various trade-in systems.



Crafting augment slots I can get on board with wholeheartedly.

I don't understand the metal types thing. We can already craft metalline weapons. And Adamantine, Alchemical Silver, Byeshk, Cold Iron, Flametouched Iron, and Mithral all remain with the blank when you strip the properties from it.
Craft weapon blanks? Stripping the properties from a weapon creates the blanks.

HunterjWizzard
03-23-2015, 04:55 PM
Crafting augment slots I can get on board with wholeheartedly.

I don't understand the metal types thing. We can already craft metalline weapons. And Adamantine, Alchemical Silver, Byeshk, Cold Iron, Flametouched Iron, and Mithral all remain with the blank when you strip the properties from it.
Craft weapon blanks? Stripping the properties from a weapon creates the blanks.

What happens when you need a specific weapon(say a Greataxe) with a specific metal type? See, this is what I'm always running into. Metal-type with augment slot? I believe they exist, but I've never seen one. A silver weapon with a red slot? Yes, I believe they drop, but wouldn't it be SO much easier just to be able to craft one?

Sure, you CAN craft Metaline, at the cost of a very valuable damage-prefix. That's not exactly a good trade-off. Its not a requirement, hence the phrasing "If you're feeling generous" just being able to add augment slots would be enough, but it'd be kind of nice to also be able to produce metal types. I still build Harry-Beaters all the time, but finding silver weapons is often nigh-impossible.

Buddha5440
03-23-2015, 05:58 PM
What happens when you need a specific weapon(say a Greataxe) with a specific metal type? See, this is what I'm always running into. Metal-type with augment slot? I believe they exist, but I've never seen one. A silver weapon with a red slot? Yes, I believe they drop, but wouldn't it be SO much easier just to be able to craft one?

Sure, you CAN craft Metaline, at the cost of a very valuable damage-prefix. That's not exactly a good trade-off. Its not a requirement, hence the phrasing "If you're feeling generous" just being able to add augment slots would be enough, but it'd be kind of nice to also be able to produce metal types. I still build Harry-Beaters all the time, but finding silver weapons is often nigh-impossible.

Augmented weapons with metal properties most certainly DO drop. I have a red slotted silver HBoGLoB, cold iron HBoGCoB, and adamantine anarchic burst of Greater construct bane. Took a while to find them but if you search the AH for the metal type, you have a decent chance of finding one that's slotted. I agree though, it would be so much nicer if we could add that property via crafting...along with the higher tier elemental effects like corruscating and such. BRING ON THE CANNITH CRAFTING UPDATE!!!!!

ThreadNecromancer
03-23-2015, 11:15 PM
Ruby of Deception: ML10
Ruby of Improved Deception: ML20

Emerald of Minor Healing: Heal Amp +10 ML8
Emerald of Healing: Heal Amp +35 ML16
Emerald of Greater Healing: Heal Amp +50 ML24

The Third Eye: Purple Augment - Transfer Kinetic Energy.
-Call it an Amethyst Augment if you like. Goes only in Purple Slots.

Citrine Augment: Craftable +5 Goes only in Orange Slots.
Prefix & Suffix available, but limited to effects that would normally be seen in Red/Yellow Augments.
Requires Bound Shards to craft upon, but an empty craftable augment by itself is unbound.


Just a few ideas.

HunterjWizzard
04-08-2015, 05:22 PM
Ruby of Deception: ML10
Ruby of Improved Deception: ML20

Emerald of Minor Healing: Heal Amp +10 ML8
Emerald of Healing: Heal Amp +35 ML16
Emerald of Greater Healing: Heal Amp +50 ML24

The Third Eye: Purple Augment - Transfer Kinetic Energy.
-Call it an Amethyst Augment if you like. Goes only in Purple Slots.

Citrine Augment: Craftable +5 Goes only in Orange Slots.
Prefix & Suffix available, but limited to effects that would normally be seen in Red/Yellow Augments.
Requires Bound Shards to craft upon, but an empty craftable augment by itself is unbound.


Just a few ideas.

Wonderful ideas, but now we're getting into much more specifics. I'm not complaining, but the Devs don't want highly specific suggestions like that. They want vagaries so it can be "their idea" when they come up with it.

EllisDee37
04-08-2015, 05:41 PM
I'd still like to see my recommendations from October (https://www.ddo.com/forums/showthread.php/449797-UPDATE-Cannith-Crafting?p=5450185&viewfull=1#post5450185):

If time is limited, I would like to see the following shards added:


+6, +7, and +8 enhancement bonus
+7, +8, +9 and +10 stats
+15, +17 (and possibly +19 or 20) skills
Spellcraft shards
Deadly I through IX
Accuracy I through IX
Speed I through IX
PRR/MRR (? through ?)
Fortification 25% to 150%
Dodge 1% to 9%
Doublestrike/Doubleshot (?% to ?%)
Radiance Lore I to VI?
The new banes (natural, etc...)

...most of these designed to maintain the concept of crafting being just behind maxed out lootgen. I don't agree with that philosophy, but that was the original philosophy of the crafting system (eg: skills only going to +13) so without a conceptual overhaul, it makes sense to maintain the existing concept.

One of the problems is that on a fundamental level, cannith crafting doesn't properly support minimum levels. A proper overhaul would involve something along the lines of:


No "maximum" level (not capped at 20)
Individual shard enchantment level (like on live)
Individual shard Absolute Minimum Level (like lootgen armors and shields have)
Remove shards of potential completely
Remove lesser essences completely


Adding AML to shards is the key. That way you could allow crafting the equivalent of lootgen caster sticks by setting the AML for spellpower shards properly and setting their enchantment level to zero. So, for example, lootgen ML8 caster sticks currently give +54 spell power on live. They also give enhancement bonus (+2?) and lore (III or IV?). You can't craft anything remotely close to that on live for an ML8 item. If, instead, +54 spell power shards had zero enchantment level but AML8, now we're just about perfect:

+2: +2 enhancement bonus
+3: lore III
+0: spell power +54 (AML8)
----
+5 enchantment level = (5-1) * 2 = ML8

Apply masterful = still ML8 because the spell power is AML8. But with masterful you could kick up the enhancement bonus or lore by one and still end up at ML8.


AML for shards would also allow fixing the ridiculous shards, like True Seeing and Superior Stability. The enchantment levels on those shards are just silly. Set them to something reasonable (maybe +3 or +4) and give them appropriate AMLs. (AML12, maybe.)

Crafting really, really, really needs an overhaul. Badly.

General_Gronker
04-13-2015, 10:08 AM
chiony
What??

you need to run lvl 20 -28 maps to gather essences for lvl up your crafting skills for making a great and viable lvl 1 item
Is that supposed to be sarcasm, or do you simply not know what you're talking about? The rest of your post is gibberish.

I feel that many responders here have missed the point entirely. You're confusing disagreement with missing the point. I get your point; you're just wrong.

Let's be realistic
And recognize that you are NOT the gatekeeper of what we can push for or hope to change. Considering their fetish for introducing new crafting systems and discarding old systems (guild augment slots, anyone), it's quite realistic to think they may just decide to scrap or ignore Cannith Crafting in favor of a new crafting system.

And if they do, they need to adapt the crafting system from either the core mothergame or Unearthed Arcana. PERIOD.