If you would like to propose a full system where where both +1 Holy Burst Kamas and +5 Holy Burst Silver Khopeshes of Greater Evil Outsider Bane are fairly priced, along with every other weapon possible, I'd like to hear it.
It's easy to say you can just change things. But how? In the current system, making the Kama a fair price by reducing the cost of Holy Burst shard means radically reducing the price of the Khopesh. Increasing the cost of Shards of Potential to compensate would harm lesser weapons (say a +5 Holy Burst of Greater Undead Bane). And that's ignoring that very good weapons don't even need high potential. That Khopesh isn't even a +15 potential, yet I'm hard pressed to think of anything better than it.
I didn't reply to that post. The first post of yours I replied to was: http://forums.ddo.com/showthread.php...20#post3939320Again, this is the problem I'm talking about. If you read back a little bit you'll find what I'm talking about:
I was addressing more the favor and material requirements, as those are what were "New" in this patch.
As for the CL: your argument could apply to almost every shard in the game. Should every shard be in the 0-30 range, except shards of potential? A character isn't likely to get much past 30 on first leveling to 13, and every shard that can be found on random gear, can be found by that level.
Really, what the devs should do, is make a bunch of specific recipes just for low level players to use. Give them low CL, a little lower ML, but strictly limit what can be made, and give them a higher per-item essense cost than the normal way. Like a +2 Shock of PG might be craftable at CL 10, with the normal ML of 6, but nothing better without getting a higher CL, and it would require maybe twice as many essences as normal. I.e., paying extra now, instead of paying to level, then paying to craft later.If they invest in it heavily as they level, I feel they should be able to craft items that they will use, instead of leveling to 20, crafting tons of useless **** which is promptly destroyed, and then finally being able to be excited about what you can make.
Let the fully flexible system cater to endgame, but give low level players something to do with their crafting skills as they level.