So when the update happened to cannith crafting I decided to pool resources and craft some items for my arti. 10k+ essences and tons of collectables from 12 characters over multiple lives.
Looked at some recipes for arti gear, essences costs are good. Then I look at the collectable costs and clicked the receipes I would need to pull up how many collectables I had only to discover I only had enough to make maybe 1 or 2 of each shard. So with all my toons and all the past lives I have been through on each of them (and FYI I max out favor each time before I TR for all the goodies) so again all this and I only have enough for 1-2 of each shard?! Why such a huge increase in collectables cost?
SO I crafted the item for him at level 30 for end game content and decide to TR him a few days later after max favor.
MY thought when I TRd was if I add a HIGHER ML shard to scale the crafted items up then I can use those same crafted items and add ML1 shard and reverse the scaling and add higher ML shards as I go. But wait, that doesnt work, and I dont have enough collectables to craft more of the standard items an arti would need leveling up.
If and IF I am lucky enough to find more of the collectables, I will have to craft 4-5 of each and not use the scaling. so craft open lock, int goggles, spot search etc and lock them in at lvls 4 8 12 and 16. But I will never have enough of those collectables to do that and Im not going to spend my day farming collectables on a slight chance I might get 25-50 of a particular one over the next year. Making only 1 more set of each and scaling them up again creates multiple useless item I dont have a purpose for and I wont get the ingredients back if I crunch them down each life.
So anyway you have pretty much destroyed cannith crafting for those of us that TR quite often. If im going to gripe I will atleast add some possible fixes for this
1) create reverse scaling. - I take a ML26 item and add a ML3 shard and it brings the stats back down to ML 3. Just increase the cost of the essences for the ML shards to compensate.
2) Create more places in the game where collectables drop, and stop the stupid common, uncommon or rare BS. If 3 possible collectables can drop make it 33% chance for each one.
3) Start have mobs drop collectables only for in bookshelves or tables, etc
4) Instead of only getting 1 collectable per drop make it 2-3
5) when crunching an item not only give essences but give back 1 of the collectables used based on the prefix or suffix of the item.
They way collectables are implemented under ver2, CC is going to die faster then CC ver 1 did. I like how the new crafting is now streamlined but you make the collectable costs impossible, so before all the fanbois get on here bashing my post, I will no longer be crafting and I am sure I am not the only one who has already said it. I also going to say some seen the costs and decide no at the beginning