Tailor Archive
Thread: MAJOR TAILOR SKILL TREE FLAW!!
I don't know if anyone has addressed this issue yet as I don't have time to read through all the messages left, but I feel I need to bring this issue up. There is a skill tree flaw involving engineering and the socketing of items. Now the tailoring skill is at the top of the domestics tree, or the option becomes available. However you want to look at it.
Before I had to start surrendering skills to get points for CH, I had all 4 lvls of engineering. Every item that could get sockets usually gave me 4. I noticed on some of the lower lvl items (hide boots, rugged jackets, etc.) the sockets started decreasing when I began surrendering my engineering skills. Now since engineering is on the way to armorsmith and other professions, what should this have to do at all with tailor???
So lower level items went from giving me 4 sockets to 0-2 now. I'm a master tailor. This makes no sense to me whatsoever. I feel this issue needs serious attention. Has anyone else noticed this huge problem?
Imentionedthis in another thread, but actually this is true of chefs as well. For example, master chefs make crappy teltier noodles if they don't have high engineering skills, and that's actually a much much bigger deal than making a pair of boots with 0 sockets.
Personally, it's not really an issue to me. 95% of the clothing I make is in the tailoring tree, and there are so few skill drop enhancements (when was the last time you got one on a random drop? it's been at least a month for me and I kill 4-5 NPC's /day easy) that nobody is going to run out of sockets. To me this is an itty bitty little oddity surrounding by huge mountains of bigger more significant issues.
Let me put on my Dev Disguise to answer this question. Okay, ahem...
This is working as intended.
Any clothing items gained from the Domestic Arts branch of the Artisan profession use Artisan Experimentation, not Clothing Experimentation. Artisan Experimentation is split between the Engineering and Domestic Arts branches, meaning that you will require both to make these items with the best possible occurence of experimentation-related features.
The current workaround is to stop making crummy Artisan items, ya bum. Yer a flonkin' Master Tailor, leave that to the newbs (or at least the Novice Tailors).
Maybe it ought to work differently, but I can imagine it being a nightmare to code.
Yes this surprised me too at first. Take getting novice tailor as a start from scratch for all clothes and clothing ability. You'll soon get there ![]()
Smi
Or change them into storage, for goodness' sake.