- Existing Crafting experience will carry over to the new system
- Existing Essences will be exchangable to the new system
- Cannith Crafting will be as powerful as normal Random Loot
- Marks of House Cannith will allow a 3rd effect slot on Cannith items
- There will be some effects unique to both Cannith Crafting and Random loot
- Ammo and Runestones that are currently craftable will still exist in the new system
- Cannith items will stil have options for Bound and Unbound
- Cannith Crafting will be streamlined to improve the crafting experience
- We may adjust the Cannith Leveling Curve
- We know Deconstructing is one of the most time consuming aspects of CC and will look into ways to reduce this, but I do not have answers as to how this will work yet.
We are also going to be reducing the number of Essences. Either 1 for each school for a total of 3, or just a single Essence. There will not be lesser and greater either. This is to reduce bloat in the system and simply a part of the crafting process that we feel does not need to be as complicated. As a side note, having a single essence could allow for us to simply have a Remover instead of a Prefix or Suffix Remover, simplifying that part of the process.
Power of Cannith Crafting
Random Loot has a normal range of effect powers that can drop at a given minimum level. Then there is an extra lucky range of slightly more power. This is marked by having Masterful Craftsmanship on the item which indicates at least one of your effects is at the maximum of the normal range or slightly higher.
The plan is to have Cannith Crafting be the top of the normal random loot range. It is important to us to have a system where Cannith Crafted, Random, and Named Loot is all usable by players. We do not want a system where Cannith overshadows Random loot making it not a true consideration to be used. By holding onto the Masterful Craftsmanship lucky power ranges on Random Loot, it should help Random Loot continue to have a use.
Random Loot chests can go as high as level 40. Cannith Crafting is currently planned to top out at Level 33 Loot. There will be increasingly better Minimum Level 30 shards to be crafted (the recipe an item will state what loot level it represents).
Although Cannith will follow the slot restrictions of effects that Random Loot has, a player does get to choose which effects go on the slots of the item. This is a big advantage of random loot where you have to luck out in the RNG to get all of the effects you want at the powers you want. The system will still have a Prefix and Suffix. If a Mark of House Cannith is used, it will have a 3rd extra effect just like Random Loot.
Cannith will also have some effects that are not found in Random Loot where as Random Loot will also retain some effects, like Vorpal, which aren't craftable in Cannith Crafting. This will further giving both Cannith and Random loot purpose in outfitting a character.
Cannith has trraitionally been an extreme grind. The question now is how much of that should be reduced? We have the capability to reduce the grind in two ways: the XP per level of Cannith Crafting Schools, and the amount of XP gained by crafting.
Since we will also be adding in new levels of Cannith Crafting for new higher end recipes, it is likely also a good time to reduce the leveling curve. Existing crafters will hold onto all of their XP, therefore they will have head start on players new to crafting. And, depending on how the curves are adjusted, may find themselves with even higher levels of crafting than they had before the update. Meaning they may be able to craft some of the new higher level recipes upon logging in.
Why not allow Cannith to put effects in any slot? In the new loot system, Named Items main advantages are that they don't have to follow the slot restriction for effects and get the Quality bonus type for effects. If Cannith also ignores the slot restrictions it takes a way a big aspect of what makes Named Loot special and goes a long way to making Random Loot useless.