Crafting XP rebalance - Core philosophy
- Will crafting XP be directly proportional to the total material cost of a recipe (including sub-components like charcoal, oil, padding, etc.)?
Yes. At a high level, crafting XP now closely tracks the true cost of a recipe, including sub-components and intermediary materials. If a recipe is expensive to make, whether because it requires rare materials, multiple steps, or significant preparation, it should feel meaningfully rewarding in XP. The goal here is simple: if you invest more resources, you should get more progress in return.
One important consequence of this approach is that many sub-component crafts now grant less XP than before, while the final recipe that consumes those components grants significantly more XP. In practice, this means that when you craft all the required sub-components and complete the final combine, the total XP earned across the entire crafting chain is, in almost all cases, higher than it was previously.
Blacksmithing is the main exception to this rule. A large portion of Blacksmithing progression is built around intermediary and sub-component crafting rather than final combines, and those steps are intentionally meant to be meaningful progression points on their own. As a result, expensive Blacksmithing sub-components still provide strong XP returns, ensuring that the profession retains its established leveling flow and remains rewarding even when focused heavily on component production.
This shift overall helps reduce situations where optimal leveling involves endlessly crafting intermediaries in most professions, while still fully rewarding players who engage with deeper, multi-step recipes.
- Are you using a formula-based XP system where each ingredient has an XP value that adds up for each recipe?
Yes, with an important nuance.
XP is calculated using a formula in which materials contribute value, but those values are weighted differently by profession. For example, tailoring components translate very efficiently into XP for Tailoring, but contribute proportionally less XP when used in professions like Armorsmithing.
This approach lets us better balance progression across professions without having to completely redesign every recipe’s ingredient list. It gives us consistency and flexibility, while still respecting the identity and economy of each craft.
- Is there a target “XP per resource” consistency across professions, or are some intended to be slower/more resource-intensive?
We’ve worked to bring professions closer together in terms of the overall effort required to level, especially where there were large outliers before. That said, not every profession is meant to feel identical.
Some crafts are intentionally more demanding to progress. The goal isn’t perfect uniformity, but fairness, predictability, and clearer tradeoffs.
- Will XP changes be retroactive for existing crafters, or will there be a one-time adjustment/bump?
This is a very fair question, but unfortunately, no. There’s no reliable way to retroactively calculate XP under the new system without making assumptions that would be inaccurate or unfair