Doctor Archive
Thread: Crafting, Magic, and Skill Progression
Happymob wrote:
SantosL wrote:
And there *will* be items that will make some doctors better then others. It's tough to say how much of an effect the enhancers will have, but there is still the opportunity to pick up the BE crafting line and do your own crafting still. No medic-related items are in the master BE box, and you will still get your 10 points for experimentation.
It's not hard to say if the "10% to 30%" improvement for enhancers is correct. Here's the deal - if you are good at crafting under the current system, your stuff will be 5% to 10% better then a more casual crafter. Typically, you have the 980/980 resources, while they are working with 930/930. Or they are fooled into thinking the 998/500 resources are better, just because the OQ is so gaudy. Regardless, you aremaking 470 power stim-Bs, while they are stuckmaking 445 power Stim-Bs.
Under the new system, you will still presumably have that 5% to 10% edge on crafted enhancers. So you will be making 29% enhancers while they are making 27% enhancers. But the actual effect of this difference when someone actually heals, is 129% versus 127%, less than a 2% difference.
So yeah, we can still pick up BE and craft for a relatively modest skill point investment. But the crafting has not only moved, it's also been made far less important and therefore a far less interesting mini-game to me.
I agree 100%, with the impact of the crafted items being small, there is very little difference (or incentive) between mediocre and great quality items.