#110 Crafting Launches Today! - This Week in RuneScape
1745 messages · Page 2 of 2 (latest)
Maybe you make them unlock the same level BUT like hold back the full exp, instead progression would add like “decorated urns +5% exp” so you sort of gradually improve how much exp you can stuff in an urn so there is still level progression.
those are probably my least favorite passives, since then you just want to not use that thing at all until you get the full efficiency out of it
eh when it comes to exp buffing items ud still wanna use it
cause u lose out either way by not
but if its nerfed from the original overall, its just a bummer
in the sense of getting 99s its maybe not a huge dif but when getting 120s, even a slight nerf can be many days
options 1/2 make the most sense imo possibly also enabling some active methods in the mine like paradox and rockertunities for those that want a little more from it. current method of just left clicking to refresh stamina and swapping sides every few minutes is real dry
The herblore levelling benefits I like because they're chunky and impactful. Saving a whole bottled roar on each potion or shaving off a tick feels significant and I can trade off utility now v. long term efficiency. Something like a +5% xp feels like I'm just going to do it now regardless and I'm being punished for not having the full level unlocked (especially true when you have like eight levels of unlocks to get through).
Add starlight weaver as a hidden title somewhere
yea herb unlocks were really well done (120 herb&farm best skill expansion <3) especially on iron, where you weigh how much you want to make of a supply like vuln bombs as soon as you can vs. waiting for much better supply efficiency later. you should probably split the difference, but every player will choose their own ratio. even on main that choice still exists, tho it's more GP:XP efficiency
Reward from Pride quest with Sigmund the Merchant from Rellekka where they change their identity to Sigourney, for the Sigourney Weaver joke. Starlight would come from aurora, stargazing, astrology motifs
Alternatively hand in the sand sequel but it's Sigmund (H.A.M.)'s hand, and sigmund's hand becomes more tolerant of goblins
Hi @covert grail Just a couple thoughts on the update so far in regards to the starbloom outfit process. Making the design table remember the last opened menu would be a nice qol change, as switching the dropdown menu every time is a bit annoying. The giant xp drop after completing the drafting portion of the process seems to be equal to the amount of xp that you get in total from the tailoring portion, so that might be related to the issue. I have a video of doing the drafting process with a +5 robe top and I got a 73k xp drop at the end. The adorning process seems to have terrible xp rates compared to burial armors and martial bows and this is a result of the total progress required not being decreased. For comparison, the mk 5 bows need 3000 progress whereasa the martials only need 1000.
that plus herb exp rates feel very rewarding even on irons
they already know about the table issue and are going to change it , and you can avoid that by filling your inventory with something else(it the work around for now)
Is the new masterwork mage armor going to be augmentable? Or is this intentional?
I heard it wasn't augmentable
its augmentable
it is
the normal robes arent
think of the normal robes as primal and mw as... mw lol
can augment the mw but not the primal
Okay I'll tell my guildie he is wrong
be very careful if making it from scratch
if u go too far on some steps u have to start over
I don't even consider them useful armor for wearing
you use em for bonfire presets
same as primal
you wear as much hp boosting gear as possible plus w/e other stuff u may need for pvm and put it into a single preset, load it, click bonfire and w/e summons u need
then load ur normal pvm preset
so it technically has a use
What are people thinking of the new masterwork armor? If you compare it to crypt it would have more dps. And it is cheap to maintain.
its worse than base tectonic is the problem
while costing said tectonic
if it had the 3% cr from tectonic id say its perfect besides the grainy visuals and small hat
remember, people used a no damage bonus sliske set over t90 tect pre chance cause of cr, people will continue to do so over a t100 set.
so you're still better off using tect or sliske which are cheaper
or if u want tankiness, cryptbloom which actually blocks damage instead of delaying it
occupies a weird niche, like a lot of masterwork, being very expensive but also not bis. there's a distant chance it could see play at amascut if there's some insane repeated burst damage that piecres all defensives and intercept and the damage stagger really matters... but otherwise at endgame you just use etect for bossing. The boots/gloves might see play if you're not a fan of bust/deto.
only big place i see for it is for ultimate slayer and then reselling after you're done
u need 3 pieces for a set bonus dont u
yeah
so ud be bttr off using a dif boot/glove either way lol
prob be much cheaper and u rnt losing much raw stat wise
gloves and boots cost like 20m or something
no way the mw gloves/boots are down to 20m
not to buy, to make
obviously you shouldnt be buying a single piece of it while it's so inflated right now
I don't think the set is that expensive to make in general, but it probably is right now due to higher prices of certain stuff.
Once the hype settles down and Amascut becomes BiS the cost of MW mage should drop considerably since right now it’s like what 300-ish mil if you source the rest of the stuff yourself?
I only paid around 300m for the tect and virtus essence at least.
u paid tht much for tect? yeesh. tht might be cause of the crit buff though
not the mw hype
It’s a little bit of both I assume
i bought tect for below med price a month ago
Also because i actually bought more than I needed by mistake
Because I was rushing to see what was fastest instant buy
with how many people made mistakes on the pearl plates, i feel some needed extra anyways
i wouldn't be so sure. trim masterwork is 450m still today vs the 440m of the vastly superior vestments of havoc - BiS is one thing, but taking so long to create means it's always going to command a decent price
afk skilling is worthless
zammy is also botted to narnia though crashing prices
so is mining, yet here we are
Vestments is kind of the only other option though. With magic you will have crypt, etec, MW, and Amascut to choose from.
legit see armies of zammy bots
could also be though tht once u custom fit tmw, its gone from the eco forever
and less people r prob making it
Is this the actual price or a GE low volume thing
just what GE currently lists
Will say being able to repair MW magic with just coins is really nice?
No weird patch system
Or needing to sacrifice existing armor
the long production time is not why masterwork is the price it is lol
even though u can legit 1 second kill rots
Isn’t RotS insanely fast now?
i wish they all spawned on one side if ur solo.
It's around 50 kph
hard to find a duo partner
In duo+
and i need to do 1500 kills for greaper
Solo is slower
ye but if no one wants to go ur sorta stuck soloing lol, a qol where they all spawn one side would be nice
Oh yeah rots energy is held up by pets too
It doesn't look good enough to bother making and using instead of crypt.
Masterwork hat still looks like a cowboy hat
I just don't get why they didn't follow melee masterwork concept of having base mw then upgrading to tmw. Would have been nice to make magic mw then upgrade it with tect/virt.
exactly. they're priming masterwork magic and range for failure in the long term, given how much high level pvm essences is required of them
almost artificially inflating its price just for the sake of it
makes sense as an upgrade path though
lower current ones, add a new tier that's infused with remnants of croesus
they also said they'll consider improving the droprate of almost every item used for ess because those bosses aren't really a challenge or interesting anymore
totally under control of the skinweaver
yeah that's cap
vorago already drops 8 energies every kill and nex has very generous drop rates as well
we'll see if they follow through with it
although they're not the parts used for essence, vorago/aod have terrible drop rates for other uniques too
I wish it was more of a very wide hat like infinity or dagon, those are my favs
Retro infin not new
idk why you're saying this, they're just trimmed
like yeah there should be a t90 base version
but they'll work exactly like trimmed masterwork otherwise
seismics are a 1/40 per kill
also masterwork ranged armor has zero chance in hell of being part of any progression because sirenic and draco are so easy to get a hold of
dracolich isn't the easiest thing in the world for some people
and sirenic does almost nothing so it's not entirely doomed
vorkath is about to get a big buff to its spike droprate
doesn't make the boss any easier to kill
not a hard boss any way, you don't need to do hard mode
i know. some people will struggle with normal mode anyways
forgot i'm an iron tbh
how are you real
:v)
people are weird, idk
on the flipside MW ranged armour doesn't sound like it'll be expensive
like sure sirenic is cheaper but it doesn't come with HP bonus
Normal mode vorkath is garbage for loot
if they've learned their lesson about masterwork bow masterwork hide armor will be very cheap
They could make it require dracolich instead of sirenic but that'd cause an uproar 😂
that would be in line with masterwork bow, random thing no one asked for to preserve the value of an item that is already having its value preserved
Also taking more praeselic essence than elite tect is a choice... I get there's more pieces but for non bis armour set ?
it is literally identical to trimmed masterwork
I think people are severely overblowing the greatness of 3% crit chance
it's like strength bonus back in the day
not to mention not everyone has an fsoa
you can say it's strictly worse but that's not as eye-catching as tabloid-tier headlines such as "you need to break down bis to make masterwork"
large diff that current day trim masterwork is not terribly appealing. it was meta when it was unambiguously bis - it would have been received very differently if a melee-cryptbloom-equivalent existed alongside vestments already existing, with an even better set launching in 1.5 months.
it has a few niches like ult slayer but it's fair to say it exists in a pretty awkward space rn
masterwork ranged would be bumped up at least 500m in material cost if it used dracolich lol
what exists in an awkward space is tectonic lol
it's "good" but only for endgame players who will trash it in 1.5 months
but no one cares because it isn't a new set
once amascut robes are released masterwork robes will be tectonic's life support
the dps armor that dps players don't care about
though, to be fair, there will probably be degenerate full set switching during fsoa spec
Or just camping it with fsoa ?..
everyone expects amascut robes to blow etect out of the water
that's the premise we're working with
you forget people used sliske which has no dmg bonus over tectonic
cause the crit indeed did make a huge dif
ye thts why etect is 6% now. prob shoulda been higher
but the 3% on mw wouldnt be bad
it cost the tect either way
and due to how strong the 3 main lower tier magic armors are, itd help it out
the 3 whats
gives you a reason to consider it instead of just going "nah etect it is"
its not competing with etect
tect etect crypt r the 3 lower tier
currently ur bttr off choosing those 3 instead of mw, thts why i say give mw the 3% buff from the tect set thts needed to make it
you're (strictly) better off in terms of dps to keep wearing tectonic, if you think spending 2.4m per hour in repair is worth that 3% crit lmfao
yeah I get it people that care about dps dont care because they're making 100m an hour at zammy where it doesn't degrade any way but they're also like 500 people
but those people aren't using normal tect any way
and will trash all of it when amascut releases
who knows, her armor might be for dots
like the weps
or maybe cause she's a furry, it comes with an IT degree of some sort and ur character gets bonus gp on drops /s
Where did you pull that number from lmao
were you not aware
elite tectonic used to be less expensive to use than base, because tectonic energy was so much more expensive and harder to procure than draconic
not the case anymore since the set effect was applied
right now they're at 2.1m vs 2.4m according the grand exchange prices
ye even iwas shocked when i checked the rise in drac energy prices yday
itll prob fall again soon though unless amas armor isnt good enough
a full set of augmented tect (charges included) costs 72m and lasts for 56 hours average which puts it at like 1.3m/hr to use
still cheaper to use than crystal binding rod :^)
elite tect is 79m for a full repair after the same duration which puts it at 1.4m/hr to use
I don't think there is enough incentive to make the masterwork armor. Right now I have full crypt and some dps pieces like cindergloves and I don't see why I would make masterwork and bother perking it etc when the dps increase is small and it may be worse tank gear (Idk for sure). I use mostly necro anyway.
where are you getting 56 hours average
if something says u have 10 hours, its prob closer to 15-20
unless ur in cb every second
for gear like tectonic it's per hit
so it entirely depends on what you're doing
✨ average ✨
sorta, theres a max charge per cycle too
tht way if 100 things r hitting u it wont like d2d ina few mins
barf
rlly? thought they cost like nothing to recharge
enh boots r 303k to repair
from broken
so ye tht doesnt seem right
if u pay full price and dont use an armor stand
it's like 600k in repair costs over the same timeframe as elite/normal tect
if u use an armor stand its less than half of tht
that is super cheap gear to use.
which is like 11k/hr xd
yea
Most repair with gp gear is super cheap to use.
the 'average combat' number here is 30 charges per minute, while 'intense' is 60, my calculator assumes 50
why would you not go with the average
In any case tectonic gear is pretty expensive to use imo.
1.4m/hr is not expensive lmao
the base calculator was made by someone else, and I wouldn't put any more stock into that 'average' number than this one either
Normal bossing uses about 30 charges per minute yeah
Little bit less really
Every attack uses 1 charge and most bosses attack at a rate of once per 2.4s
Can account for some mechanics that spawn minions and whatever
If you have a boss where you bank a lot or they go a long time without attacking it can easily be 20
Elite dungeons would use a lot more charge but you don't use charge there for the t92 d2ds
supposedly that also includes your own attacks, not just getting hit
Oh shit you're right
Mage actually uses a fair bit of charge then
Since every hit of gconc drains one charge
(luckily bleeds only drain 1 charge per cast)
theres max charges per time period though
thts why even if u go a bit more ham ur armor will feel like it last the same amt of time
some items also degrade dif which is annoying
wish it was unified
Yeah augmented items basically drain at a rate independent of how much you're attacked or attacking
For porcelain mining, would it be possible to add chat dialogue whenever the stream changes?
does it maybe have a sound when the rocks fall? that way it doesnt just benefit alt1
rocks do make a sound
ah then thts fine
Many do not play with sound, myself included. You watch videos while playing Runescape. A chat prompt should also be present.
Personally I don't dislike it; the visual is very big and apparent when it changes, and it's meant to reward not being afk. Alt1 not being able to get around that is good imo.
that said the sound is a bit quiet
Indeed, I gave feedback to breezy for that and he said he note it down
Btw, the masterwork robes on females clip through my cape
Why is masterwork mage just 2D flat textures, like 10 years ago when they introduced this horrible type of modeling?
was it intended that sign of porter dont work with platinum ore?
or my game is bugged?
its a bug and is being worked on
ok thanks
clips through many hair styles too
the starbloom armour color-matches quite well with my MQC, if only it didn't constantly clip. FeelsSadMan
Runescape needs a clothing physics engine
Me and my cgim team was chatting and came up with an interesting idea..
Option 1: Add a currency shop to crafting guild. Make it essentially the same as Artisan's Respect. Sell upgrades in there like an additional 5% xp when adorning, +1 Porcelain clay mining modifier, Making urns 1 tick faster, 5% chance to double urns (stacks with artificiers), Maybe you could add that title from the email in there and a cosmetic version of Starbloom +5 robes
Option 2: Make the artisan workshop currency universal currency for all Artisan skills, make it earnable in artisans workshop, crafting guild..Maybe fletchers workroom in fort for fletching(?) Can make something for Construction when the 110 for that eventually happens etc but make them all have their own individual stores with buffs, cosmetics etc etc. It would add a fair amount of comp reqs if you look at the artisan ones (Majority shop for Comp, all outfits and shop for trimmed) so you'd want to transfer that to other shops.
Either way, you can make better urns earnable rather than just handing it out although hp reduction on the rocks would be nice and it'd make the Crafting guild a place to actually skill instead of go here for 4 hours, re-comp and done.. Could even potentially add something like Luminite Injector to crafting guild zone 🤷♂️
twas gamejammed to some extend
i hear new urns are kinda useless, is true?
Currently yeah, seems they did not test very much about acquiring the clay required to make it, and the urns kinda appear to not be worth making atm
overall there's so much in this update that appears was literally untested before pushing it live
the downsizing is quite apparent lately im afraid 😦
at least the crafting guild is pretty
Agreed. These bugs aren't super niche. Such as the gote bug. The cracks are really showing.
Guys these updates had the majority of the work and testing done over months, lay-off’s happened a few weeks ago. Please don’t go spouting nonsense like that. None of the devs on this project were even the ones laid off, in fact only a handful of devs were laid off most of the layoffs were non-player facing stuff.
It's not nonsense. You don't turn a blind eye to these type of things.
Artifiser drops new urns on ground instead of deposits into bank like brooch and portable
There is turning a blind eye and then there is spouting rumors that both do not line up with the dev cycle of the update based in your own underestimating of the complexity and difficulty of the QA process. From the simple fact not every dev knows everything and the code isn’t clean enough to easily see everything, to stuff like things working in the test environment but then bugging out when dripped into live game or hitting different combinations of hardware. To just the sheer amount of stuff they do have to cover it can be easy to miss stuff as the number of testers is vastly out numbered by the number of players. The thing about working in QA is the only time your noticed is when people see the stuff that slipped through, not all the stuff that you did fix.
Every update has a least a few bugs generally, significantly fewer and generally less game breaking than some of the past bugs. (Hello Falador Massacre). That’s why there is always a post on monday asking for you to report any bugs, and why when they do really big system updates like when they overhauled the GE code and max GP limit they create a backup just incase because it’s super easy for stuff to go wrong when it translates from testing to live as they are different v environments.
When you don’t have even close to a full picture it’s best not to assume.
Yeah, that artificer urn bug specifically is a big one to miss. Say what you will, it's quite clear the cracks are indeed showing and the updates are not being adequately tested.
The testing is being pushed onto players, and the game is very much operating in a "release now, fix blatantly obvious bugs later" fashion.
It’s really not
If you say so i suppose
The artificer is a pretty easy thing to miss because it’s a niche interaction item. Those are the hardest to keep track of because there isn’t like a clear way to see all that. Catching and fixing all of these interactions for the M&S rework is actually what took the bulk of the rework’s time.
I'm going to call out the cracks. It's are inevitable but to allow these incredibly common practices like dropping urns to the ground with the measure and gote are not acceptable.
These errors show that something isn't working and they need more help or better QA
Platinum ore not being portered is quite egregious as well. A huge majority of players use porters, was it not thought of to test the item with a grace of the elves?
That is absolutely not niche
It's literally max equipment, I don't see how you can call that niche
That's the absolute meta for crafting
First seeing as they couldn’t hot fix the porter stuff it most likely something a little trickier which needed additional investigation time and fix time.
Niche in the sense that it’s not a normal part of the skill progression. It’s something you’d only know if you already knew it or someone told you. Basically okay how to best put this….there is a core progression to a skill okay? Like smithing smelting and hammering stuff is the same. But then you have all these little bits and bobs, the crystal hammer, the auto-heater, the smithing outfit, the artisan guild which at the time had a bunch of weird stuff, etc…. It’s not like they have a document on all of these things. Researching and finding them all takes time, a lot of time, usually more than most updates have which tends to be the big hurdle to skill reworks. It especially doesn’t help when stuff isn’t visible either like when the thief guild entrance was deleted by a graphical update because the fact it was tied to the place a piece of new grass was placed wasn’t visible on EA’s side.
So often when a specific item/interaction isn’t functioning usually it’s either because they didn’t know because devs/QA can often have both less and more overall knowledge about the game in ways, it got lost in the sea of other stuff, or it’s a bug that straight up didn’t exist in the testing environment only manifesting in the live one.
Another angle you aren’t really looking at is the fact a LOT of updates are in the works right now. Avatar refresh, leagues, desert finale, havenythe chapter 1, and a new skill. Just as much as you want to contribute it to layoff’s it can just as easily be caused by simply the shorter turn around or a team having to juggle projects of different priorities.
And it’s not a RS or even an MMO limited thing. Game dev has gotten so complex that it’s rarer for a game to launch without bugs than with them. That’s why gaming as a whole exists in a day-1 patch/version update x.x culture.
I’m just saying the whole process is a lot more complex and it’s fine to be unhappy with bugs and point them out. But don’t get conspiratorial because of negative feelings from other stuff bleeding over causing you to jump to conclusions.
this is recency bias, the update was done before the layoffs
if you're talking about a more general downsizing you're several years late haha
It's not niche at all. Gote and measure are staples of the skilling community.
You can continue to call it niche but that's an absolutely insane take.
There is room for argument regarding the humidify skill bug being niche, but when that bug was pointed out a CM stated it was intentional to promote active gameplay...This is whole heartedly false. Thank god for Breezy being the one to admit the fault and saying the team were going to look into it.
No one is saying it's not complex, but clearly certain measures (pun intended) are not working in regards to QA.
i dont really care if they're gonna fix them soon
The RS community is tired of subpar content, QA, etc.
Our player numbers show that.
I for one have been playing this game for 20+ years and would rather play it for another 20+ years, but that seems to be a pipe dream with how things are going.
Jagex clearly needs more help.
this game fluctuates a few thousand players up and down forever
I'm seeing more of a doomspiral than an actual players not liking game anymore type thing
player numbers are really just winding down from the covid spike
with a lot of help from hero pass
other than that like... this is the best year since egwd
It's niche as an overall thing. Not everyone has one, not everyone doing the skilling is using one.
It's an interaction between 2 specific individual items not a large scale set of interactions
Breezy actually said Azanna’s answer was correct mate, but that Breezy did intend for the interaction and it missing was an oversight. Furthermore Azanna clarified afterward they were the one who went and talked to the devs about it bringing it to their attention. Both statements were in fact true.
Read it again
Breezy was trying to save face for Azanna and be a good team player
THat fact that HUmidify didn't work has NOTHING to do with active gameplay
The stream mechanic is for active gameplay
A bug has nothing to do with active game play
Asteroid you need to chill and you definitely need to stop making baseless assumptions in Breezy’s intentions and motives
I'm chill. I'm just not going to be lied to
does it matter?
Humidify would negate the need for the stream to acquire wet clay and therefore remove the reward for being active
You aren’t being lied to. You are making up false truths in your head and getting mad over them.
do you want to argue about something that literally doesn't matter?
Humidify isn’t a bug either it’s an oversight, it’s a special interaction that has to be programmed and was missed
A CM made a baseless statement. It hasn't been the first time. You can't read that statement and say it's a half truth.
Fine, an oversight
So you do?
?
Exactly. Yet that statement of Azanna's does not say what you literally just said
Now lets move on
“While Azzanna’s not wrong” literally the first thing said but fine we can move on.
Anyway I think I get the confusion over the word niche. You are thinking niche in the sense of barely being used. But I’m using it for its definition meaning specialized interaction.
He's a fellow team member
You think he's going to just say, "sorry this is wrong this was an oversight and not inteneded to promote active gameplay"
Man to be Mod Breezy tomorrow catching up on this chat…
Read your own statement you said and tell me how I'm wrong
Breezy said what he said because it's called professionalism
I am choosing to de-escalate this by moving on
ok
Point is that artificer’s measure is the exact kind of thing I’m not surprised to hear had a bug in it.
That's fine. We have different opinions
I just disagree, seeing as using the measure is the crafting meta, and is the only item that has an effect that involves urns - it does seem like this was just completely missed
I do not think the testing being done is thorough enough
If you disagree with me, that's perfectly fine
Why does masterwork mage hat not require any plate? Being the only piece
So you're saying there's worse to come from other projects laid off devs worked on, with these recent layoffs? That's concerning with some big updates in the pipeline
lol
I remember seeing discussion on how adorning seems to give less xp than it should. Is that true and I should hold off or can I go ahead with adorning?
The exp for every step is bugged but adorning does indeed give 1/3 the exp
So dont do it
Cause an armored wizard hat would be heavy :) it uses flakes instead
A few things:
- Ewes and Sparky looks like they're wearing ghostly robes
- The miscut chat messages should;nt be hiddenby filtering game messages. Those are important, but the chatbox gets spammed without filtering.
- You clearly made a deal with wool hoarders for this update. How much did they pay you?
I didn't even know this was a thing. How the heck did this go unnoticed before launch?
Wonder if it was fine pre launch and then something unrelated affected the xp after launch, because I feel like that should be incredibly noticeable.
perhaps
I mean they just said cracks without any specifics, unless other guesses were deleted
It's been an issue for years anyway but more evident within past year, so it's more pointing out an issue that was bad before layoffs; hard to say if it will be better or worse going forward though
Nothing was deleted.
we're really raising a stink about how gote didn't work for a few hours?
think there's a lot more than that (also it's still broken innit)
Correct and correct
But I guess we shouldn't make a stink about it...
i used gote at porcelain mine day of release
Platinum
Continue moving the goalpost.
you have an ore box for holding ores. use it. it's not the end of the world
👍
That tracks. Right on par with the rest of this update. But we shouldn't raise a stink about these blatantly obvious issues.
i only needed 120 so i dont care
It's really more about how constructive it is to complain about something that's already noted down
It's this idea a lot of players have that if they don't act as obnoxiously about something as they possibly can, it'll stay in the game broken forever even after it's been commented on by a jmod that it's going to be fixed etc
My original and subsquent messages were moreso getting at: not nearly enough testing is being done to these updates, and it's a problem that has been getting worse lately.
well guess what, they're hiring!
These updates are not tested thoroughly at all
right cuz bugs never happen in any other studio
I'm not saying bugs don't happen, but these are some seriously glaring issues that are passing through. Testing is not being done thoroughly enough
quick google tells me jagex is about average
Don't even think they would need to hire. Have a beta server and I'm sure a ton of players would join for free.
I know I would at least. Maybe I'm in the minority.
the fact you think artificer's and gote are glaring issues is insane
it's annoying at most
The fact you don't is insane
So you don't think Starbloom awarding 1/3 of the expected xp, and adorning xp being wrong, is not glaring?
that one probably is
The update is 110 crafting
It's not about being game breaking. It's about showing the cracks of QA
but the other 2 definitely aren't
How did that pass through?
Lmao "shit happens." 🤦♂️
they probably just didn't get a slip telling them what exp everything is supposed to give
so it wasn't part of the report lol
busy looking at "does this even work" "does this break something"
brother you are the one doomposting because of 1 bug
There is a reason players joke about "us being the QA"
We ARE the QA
Anyway, have a fantastic night
ah, yes. no other studio has ever utilized a gigantic playerbase as free QA before. only jagex. damn their corporate greed!
y'all are insane
"We ARE the QA" - Literally every playerbase ever
not uh! only rs3 players!
can yall relax
the more angry spam that fills this, the less chance the important stuff is seen
i already did a whole writeup of the bug earlier and breezy saw it and is working on it
the rest is potentially next week
Good morning!
I'm not 100% sure about the invention workbench inside the Crafting Guild
I would rather want a way to travel from guild to guild and/or from guild to fort to another guild.
it's been in the crafting guild for a long time
I could see it getting moved when they introduce the ranged crafting system though. guild getting crowded
Quickchat changes:
- Crafting products removed specific items and replaced it when general terms.
- Example: Instead of "green dragonhide bodies" and "black dragonhide bodies" it's now just "bodies"
- Farming produce is fully alphabetized.
Space honey
I wonder if Jagex just accidentally included it in the list
seems like a weird change. why not list "green dragonhide items" instead
nobody is interested in knowing the amount of bodies you made
The honey interface likely just used the flower one, with mush disabled.
i'm surprised it didn't just default to basic honey
Could have it produce 'twinkling honeycombs' that boost chance of the offspring being different then the parents or something
As a joke to alien changelings
Would help complete farm log faster too
so, turns out ankles are like wrists, and it uses the bracelet mould atm
#design-chat message
North Uzer mine: https://i.imgur.com/JzK5vEa.mp4
the big one: https://i.imgur.com/kD3eC2Y.mp4
Everlight: https://i.imgur.com/dnCttPG.mp4
Piscatoris: https://i.imgur.com/nS7eHCW.mp4
classic reddit: https://i.imgur.com/w3sD55G.png
tbh i find it funny that it's being called out now when it's been an open discussion for months
one guy suggested part of the process for crafting to use what comes down to the catapult construction UI
's a decent suggestion, but best served as an alternative method imo
Might I introduce you to my ol' friend the hot air balloon system? :^)
could be cool if we could reskin the balloon with other fabrics
Speaking of the air balloon, they did do something to the basket.
I'm unsure it it's clickbox related or lighting related
The duality of man
saw a good criticism comment in that starbloom crafting kind of lacks the depth that smithing has in the number of things that can interact with it to boost your performance. imo this highlights a greater problem with the weaponmaking process of fletching and runecrafting (crafting at least has the miscuts). both of those could use a bit more distinct flavour in the training method, and all three are in need of more things that interact with it
I don't mind it tbh, it's a similar system without being identical and with a bit of variation in how punishing/active you need to be with it. Just need more invention perks for it! (This is a joke, please no)
I would like something for imbuing though, because that does feel very lacking
I would be in favour of invention perks actually
although that one seems like it should be tackled in an invention update
In my eyes this is future reward space, either for another update completely or for some kind of crafting skill update (something maybe similar to a re-tier)
Tbf there's probably a number of perks that could be adjusted to work for it
Careless fits thematically so well
I think i'd revisit Fletching's a bit more than RC and Crafting
yep Fletching is in need of more work. the design effort seems to have gone more into woodcutting
RC my primary issue with is just that Imbuing doesn't really feel tied into anything else in the skill
None of the bonuses that apply to normal RC apply to it
I've been thinking about miscuts too and that they currently sit at extreme ends, you're either just skilling or you go an repair when it's completely damaged - if you even reached that
miscuts remind me of harps actually
I do feel like a lot of the parts I could just ignore it entirely and probably wouldn't hit max cuts
So been thinking if progress could be reduced per miscut, to make it a more active choice of avoiding in the first place, but repairing more frequently
yeah slight scaling like harps might make sense
e.g. 1 miscut - 18 progress per action instead of 20
down to 50% less which it is now for a damaged item
I was just thinking -1%, -3%, -6% etc 😆
I do think max miscuts should be a heavier penalty than just cumulative
More mistakes more penalty and longer taken to repair
0 progress lul
The other angle that could be done on it that comes to mind tbf is just requiring the miscuts to be fixed at the end of the process
-1 per action but it's forced -10 for max miscuts could work?
hmm
what's the scaling on afk smithing
mmm
Shift a tier up if superheating
i think it needs to feel more significant than -1, as that's hardly noticeable
granted there are more miscuts than say smithing heat bands
well yeah, my idea is not to penalise 1 miscut too much, but penalise max miscuts more heavily
tbf they're currently penalized as much as smithing is
-1 per miscut I meant
It's just there's no scaling
so 6 miscuts is -6, but 7 miscuts is -10
Most people probably won't be reaching that though unless really afk
I think I broke one piece semi-afk in making a full adorned set and that was it
On another topic, I think powerburst of masterstroke was taken on as feedback somewhere right? I feel like that could be implemented for both fletching and crafting. but it doesn't feel on theme for RC weaponmaking. Trying to think about how to fit sorcery given its high cost. Maybe something like "uses up all your essence for progress at once, and also doubles the progress/xp given by each essence"? Dunno whether that works balance-wise
Are you allowed to say which option/fix you chose to do about the robe exp bugs we found yday? Like will it be a tooltip fix to show that a +5 robe top is actually 149,600 exp or will it be nerfed to just the 88k it states currently?
It sits between rubies/diamonds and d stones exp wise at the current glitched rate and im slightly concerned that without the extra 70% even a low level gem or dhide will be better exp/h
I ran some numbers on the exquisite urns in comparison to decorated urns. For a 50m cooking xp sample (xp gained in total inclusive of urns but excluding other things like scripture of elidinis) and discounted the mining and crafting xp gained from making the urns, time taken to make the porters, and time taken to source the gems for the exquisite urns.
The tables below are calculated with a 300k and 700k xp/hr figure. Urns crafted per hour for exquisite are from my testing this week (at 103 mining, assumes 290 porcelain per hour). The decorated urn rates are from years ago when I was banking 200m all on my iron (rates may have increased slightly on that front but probably not by much). Both use the artificer’s measure.
The TLDR is the slower the skill is the better the exquisite urns perform, but even for a slow xp rate for 300k/hr the two are essentially the same. I would argue that things I discounted for simplicity would, on net, move the needle more in favor of the decorated urns which are already shown to be more favorable based on my testing.
Did u factor in gem obtaining time and dang 290, thts higher than any rate ive seen from anyone
Been seeing only bout 200/h from multiple people
It makes sense to leave that space open for future rewards, but it leaves the method feeling a bit hollow on release. I suppose this is somewhat inevitable when you compare something that's existed for six years with something that was new and isn't part of the core loop for the entire skill.
Time taken to source the gems is discounted, mostly because I don't have the data to hand on what the most effective ways to source each of the gems are. I do think it's fair to discount sapphire through dragonstone as I've always had a ton of them sat in my bank on both my iron and my CGIM, but the opals, jade, and red topaz are definitely not something that I would consider to be zero-time in that same way (and especially to the degree needed for this example).
They need to make Porcelain easier to mine to make the new urns more viable
Breezy outlined some potential changes to porcelain/urns yesterday
I'm in favour of 2 and 3
Is exp on the adorning step still broken or was it hotfix?
pretty quick for me; 200 in an hour or two; would be higher with dwarven tools, more active mining, stone spirits, new necklace, hammer rock scroll
agree with this
The reward for responding to the green blinking thing should be much higher than +45 progress, because right now there's no point to do it instead of clearing all miscuts every once in a while
If it was like +120 or +200 progress, then it makes sense to look for it
Do we know if Adornment xp has been hotfixed yet?
Is the platinum anklet being invisible a bug?
Miscellenia starbloom seeds are from the 'farming' option, right?
correcty
Pretty sure it was discovered to just be +25 progress, because the base is already 20. So not even as good as you think it is.
I think I get extra 45 on top of 20, so 65. The hitsplat says 45 as well
ummm
i dont think im getting anything
I have the exact same progress on my masterwork before and after clicking the window
wait it just worked
seems to be bugged
Not bugged, the tooltips typically have a short delay
Nah it is bugged, if you click away after getting the +45 it never updates, you get 0 progress, then if you click to continue you get +20 like normal
this is because the +45 and the 20 are added to the action after you click the box
and it's a temporary buff that doesnt happen if it's not right after
Wait, the +45 progress action takes 1 cycle longer than a normal action and it can cancel the normal crafting progress?
Yeah this should definitely give like +200 progress to make sense to interact with
not a concern in normal gameplay I don't think but it's an indication the code should be tightened up
and yeah it makes the next action take longer so... that's +65 in the time you could get +40?
depending on where in the rhythm you click
can you repair 7 miscuts in one tick
if so it might average out to the boost either being slightly worse than letting miscuts happen or about the same
unless miscuts also slow progress?
they do not
okay yeah code should be tightened up and the progress boost should be more substantial
I'd suggest percentage based with a minimum raw value
how much?
the percentage?
so 1 miscut is 28% less exp?
1 is 14%
oh i misremembered then, but it directly affects exp?
I mean I just want clarification
if you're doing it for exp and the miscuts affect exp directly then they matter if you're crafting for exp
but not at all for masterwork which gives almost no exp any way
do you miscut when adorning?
miscuts I don't believe affect exp at all unless you cap on them
for masterwork it seems it doesn't
Oh I haven't noticed honestly, I thought the percentages also applied to xp
im getting +2.something regardless of how many miscuts
It's kinda confusing that it's showing a percentage of miscut, if it does nothing
The x/7 would suffice
if you cap on miscuts you get half exp, if you don't click them you don't get the bonus progress
Impossible to slow down a 3 tick action in 14% increments
incorrect
the rate that it gains points can be reduced
its a coding thing at best
The progress is constant until 7/7 after which it's halved
It varied based on your level as to if it's up to 7 max tho
repairing at 7 miscuts takes 2 ticks so yeah overall with the delay from clicking the focus window and being only +45 while having no affect until 7 miscuts and repair costing around 2 ticks worth of time, it is not worth clicking the focus window
does anyone know if adorning has a miscut function?
and because of the way the delay is coded, the bonus can be completely nullified if you click away after clicking the focus window
it does, yea
welp might be dead content for me then
if they are going to add a xp reducing method to skilling
i dont see how that matters
you'll be clicking more often just doing adorning than you would repairing 7 miscuts
just walk to the repair table bro
this chat just literally said miscuts remove the exp you gain if you dont repair before completion
just walk to the repair table bro
what is the point
no 15 minute afk?
which is probably already the case miscuts or not?
I think I cant convince you why something might be dead content to someone
incompatible convo
you certainly can't if you don't explain a single thing
I can't read your mind
not all of us are empaths
yeah you lose that if you're hard afking, which might not even be possible if you're adorning
just say you wanna hard afk if that's the case
I literally asked you a question and you just got mad that I didn't already have the answer to it
I keep monkey neuron activating and clicking the focus window
So do you view all smithing or all mining as dead content?
Because you lose half the exp rate if you full afk it
Eiki does
There's a 2 factor bonus to miscuts
1 is the little progress boost, the other is not losing half your exp
idk I didn't call anything dead content
I for one choose all the above lol
Seems like this is also not actually working, still taking charge on task.
yeah but you don't lose xp per item/material overall
considering the lunar island mine's current content, platinum could be a fitting addition, perhaps locked behind a task set tier, if needed
Ok this confuses me. Do you lose the exp or does it not?
... its a progess speed meter not an exp meter. Gotcha
it's both
you make half progress so you also get half xp but the total xp per item is the same
it'll just take you twice as long
please don't wait on this too long everyone I know that done test is already calling the new urns not worth it to dead content.
at least do 2 sooner then maybe one the others if more is needed
I actually would like for the rock hp to be greatly reduced but you get 1 clay at a time for both dry and wet
the reason being that the Naturalist perk's effectiveness scales with ore frequency
and it's currently pretty terrible for mining
hnmm but doing that interacts negatively with porters though
So youll get 105k exp from adorning even at 100% miscuts got it
Nothing inbetween matters if the exp isnt reduced from that number
If its not. Is there a tutorial that explains it in game or on wiki? Mad confusing when its yes but no with exp reduction not really
there's no tutorial but it makes sense with how it's presented, tho the game's highlight of miscuts does seem misplaced when they only matter when maxed out. the "experience left in item" remains constant regardless of your performance
So you arent losing the 105k exp
it's just half as slow to get that experience if you fully damage the item, and it also changes icon when that happens
Exquisite smithing urn might actually be worth it because the other smithing urns are so bad
the other smithing urns were massively buffed with this update, decorated smithing urns share the highest XP to fill of any decorated urns
I was looking at the [[urns]] page
Wiki links found:
https://runescape.wiki/w/Urns
yea looks like whoever updated the XP to fill didn't also do teleport XP there, oops
I updated it now
Primal Smithing gives 1400 base xp per bar. Whereas for crafting, flowers to cloth takes two flowers to one cloth. One cloth should be around 2k+ to be worth it. so the rates seem fine. If it is nerfed, better to just do old existing methods. Wait a bit and see. Don't bring the nerf hammer like you guys did primal bolts and arrows.
primal is 5 bars for 10 ores, so 2:1 just like starbloom
Oh yeah its 2:1 ratio correct but still with the right terms will it be close to smithing rate. Don't want it go way below that .
I was thinking flowers to bars instead of cloths to bars lol. Ore is equal to flowers yeah
this only applies to unaugmented pieces since they use the same hit-based charges that trimmed masterwork does, the effect wasn't adapted to work with the universal charge pack
I think the +45 is sufficient for starbloom but awful for MW (clicking only adds +0.09% progress and prevents miscutting)
perhaps it should have a minimum contribution then scale to the total amount of progress needed
Yeah perhaps it should give you 1% progress regardless of what 1% amounts to
(Or another fixed value that's meaningful)
is the base progress per action also +20 for starbloom? If so then because the bonus is delayed and interrupts player action it's significantly smaller than +45 in reality
is the adornment xp fix already applied or is that gonna happen on the weekly update?
If it still says 105k it aint fixed
if I make an adornment and it says 105 will it update when it's fixed?
don't wanna get stuck with a 105k adornment
Just dont make it yet
Wait for the update, ull know when its live cause the number will be updated
Here's my feedback:
Starbloom flower: I'm a week late but anyway, these are a great addition, not only because they fit magic gear crafting but also because of the way they involve farming. The new flower runs feel really good to do and genuinely made me think insta-harvest should be the norm instead of the exception. I would have appreciated some kind of lore introduction to them instead of just adding them.
Crafting guild: Its really nice to see such an iconic place being reworked. It looks very good and seems quite functional as well. If anything, the water in the guild cave looks a bit weird, like if it was lower quality, in a strange way. Also, it is very weird to use the Tower Archmage outfit as the model for the adorning facility; I think you should have simply used the regular +5 Starbloom.
Porcelain mine: Looks really nice and the mining mechanics are appreciated as well. I'd suggest adding/improving the SFX of the rock fall events to make it easier to notice (especially considering the regular mining SFX) while semi-afk (as most players will be). Having a lore addition (book) is nice.
Platinum: Nothing worth mentioning except precious metal rocks should probably have rockertunities (and perhaps levelling benefits as well?).
Starbloom armour: A welcome addition. I don't understand why the DR and life bonus don't scale, but its not a big deal.
Masterwork armour: Good for the most part but I do think the Life bonus is a problem. The reason is simply that life bonus had become a definitory feature of tank armours, hence having it in a power armour doesn't make sense from a balance perspective. I honestly think that the armour was already good with just the set effect.
New crafting mechanics: They are noticeably different from smithing and fletching, while at the same time fitting very well for tailor crafting. I do think that the focus windows are not rewarding/punishing enough and are also mostly irrelevant for a lot of items that you craft too fast. I would prefer that this was rebalanced, perhaps having focus windows a bit more often, making them last a bit more and also giving a more significant progress reward; something like 4x regular progress would make sense in my opinion. Also, a more noticeable audio cue for focus windows would be appreciated; and changing the "blood" hitsplat for miscuts, which seems unfitting/odd. On the other hand, I feel like the new mechanics are not bold or innovative enough. A lot of players, like myself, would like to see an actual active, fun, interesting skilling method (while still giving the more afk option since its integral to the game's identity). Something like ceremonial sword smithing would be cool in my opinion.
Masterwork crafting: I know there's a lot of design and balancing aspects to this, but I personally would prefer if this wasn't such an afk process, at least giving the option to be more active, just like you do in the last step.
Jewellery: Haven't actually tested it yet but the strength of the ring of retribution seems a bit underwhelming (although this could be ok), while the max charges seem too limited as well.
Other: I feel like crafting is lacking in terms of tools. There is no mainhand (other than crystal chisel) and the Artificer's measure doesn't work, for the most part, with the new crafting method.
Apologies if already mentioned but "All Mine!" Achievement should have pre mined ores already marked as done. The ores are already recorded in other achievements as being completed. I should only have to mine the two new mining spots to complete the achievement. The two achievements I found at a quick look are;
- everything is still oresome - "... mining 100 of each of the listed ores"
- Prime time - " mine each of the 10 ores on the surface of the Daemonheim peninsula .... "
Clearly done and not just one ore but over 100 :/
Rosalina explains a little lore about the flowers if you ask her
and MW is meant to be an in-between of tank and power armour
Also given the Nex armours already have HP bonuses on them and they're used in its creation, it would be slightly odd if it didn't have the bonus
(Albeit I don't think melee masterwork does but hey)
Masterwork melee is pure power and does not have a HP bonus.
But then again, masterwork mage is also pure power based on the stats while having a HP bonus.
With the addition of a large tier difference.
@pseudo sleet is the ezk fix finally happening Monday along with the fix for the adorning starbloom armour? We have been told it was fixed weeks ago and just not live yet.
It will be yes this Monday
Cannot believe we got catfished.. bring out the title 😄
Problem is the mw set is already underwhelming, it cost tectonic but then loses the crit buff, remove the hp and its even worse than it is. Remember people use to use a no damage sliske set over t90 power armor, its the same situation here
Glad to see adorning is being buffed and it looks like 1-5 exp is not changing, need a tooltip fix though
Will help the normal armor be more worthwhile to make
My opinion on the new crafting mechanics is that it is fundamentally boring and therefore it is good that the afk xp isn't garbage. If they want to create something interesting, they'd have to create something like big game hunter. It cannot be fixed to be more fun.
Big game… gem cutter. Hunt down a giant living rock creature made of gems and chisel him down as u stun him :^)
there's actually a decent amount of support for the mw magic armour on pvme
Just did some looking at mw magic vs cryptbloom, i feel like mw magic is almost a strict upgrade. Better stats on all fields + damage bonus. The only time crypt could be better imo is group content or you really need the passive / animate dead
I am not convinced and many people in the pvme discord aren't either. I hope someone tests it and gives numbers.
I think crypt is better tank gear and the dps increase of mw is too small to make it worth using over crypt. And if you want good dps you go (elite) tectonic.
point is that it's a solid middleground, between 2 extremes
in RS you kinda rarely want the middleground. IE if something is borderline unsurvivable unless you use crypt, you're not settling for second best. For those wanting max damage, they were never going to give up etect.
the only place i thought it might have a niche (ult slayer) the augmented pieces don't even work for atm
But you can also go for crypt+ a few etectonic pieces
Has the creating masterwork thread while having a full inv bug been discussed?
Do we know what the adorning xp is going to change to?
Been stacking +5 sets
at minimum double
Music to my ears
Oh i didn't know about this. I would have appreciated if this had been made known to the player better, perhaps requiring it to start farming the flowers.
if it follows burial like breezy said it should. 355,300 exp since thats the exp gained from making a +5 set for +5 only
It already does that with the passive alone.. having full life bonus makes it almost fully tank armour as well, not just "in-between".
nex gear has life bonus, doesnt make it tank gear
This would be more of conceptual consistency, than balancing, which is more important. Nex armours are an exception and had a life bonus before tank armours got one (then it was unnecesarily buffed along with the tank update).
I really don't think it is, it serves its purpose as a tank/power hybrid for those who need it ( a lot, in my extimation) and you can also mix and match effects with tectonic and crypt.
You also have to consider etectonic + crypt combinations. Like 2 or 3 etectonic pieces and the rest crypt. Does mw do better than that?
do we know what the fix will be entirely?
Along with immort and the other issues he commented later
did they flag telos phase 5?
at like... exactly slayer/afk AoE mob grinding, MW can beat a mix of the two. where you'd like damage, you don't benefit as much from crit and you're almost certainly not staff speccing, and especially if you don't want to bear Etect's upkeep on trash monsters where its crit is wasted. if augmented chest+legs get fixed on slayer tasks that'd be a nice perk, too, we love free upkeep. tho for afk mob grinding the regular t100 drain rate is 4x higher than t70 chest/legs, probably doesn't justify the cost over subj.
otherwise, almost never. something like low-ish enrage zamorak like 2000% and below, you might enjoy the ~-200 dmg per twinshot hit from animate dead+crypt but also want the juicy 6% crit from etect. MW mage would take more damage and deal less than that setup, worst of both worlds.
Tyvm, glad I only did 1
so one thing ive come to notice is there is no setting for ring of retrobution to prevent over filling it other than the warning screen that pops up. would be neat to see a setting like grace of the elves has added for the ring
iirc the guildmaster mentions her
I am receiving huge xp gain in a single tick when making new t90 armor when item reaches 30%, is this normal ?
tag me for answer please
I have the feeling deleting the item and doing 0-30% could award millions and millions xp per hour
(not gonna do it but seems weird)
(receiving way more than the little xp listed)
Known issue yes
Known, not being changed, its not that good
I accidentally processed all of my smithing items to ethereal plates and you need two of them to stop at lined plates so I can't finish my masterwork gloves and boots, can this please be looked at to be an option to have ethereal be allowed instead of lined as I've not got another use for these ethereal wasted plates in the bank and cant afford to break down more stuff to replace them
Are they tradable
If so you could recoupe some cost
nope sadly not 😦
youre not the only one ive seen this happen to, sorry to hear D:
I found a bug in converting praesulic essence (magic). I only got 1 from the mask when the wiki says you get 2 of them.
was it damaged? if it's not fully repaired you get a reduced amount.
yeah, not a bug and the game tells you how many you're going to get before you destroy them
sorry but pay attention
Suggestion: either have the masterwork gloves and boots require 2 Ethereal Pearlescent Plates, or give the ability to unwind the the Ethereal Pearlescent Plates back to Lined Pearlescent Plates.
For a material that is untradable and you can take it too far if you’re not paying attention, I don’t want to have to commit to starting the mats and time investment on crafting these materials from scratch just for two plates.
all the pearlescent plates should be tradeable tbh
God bless Jagex for letting me get 8m craft xp a day while at work
200k dstones in my bank ain't getting cut
this email image, implies that the anklet should be visible when worn
people been asking about this a few times already, but was it intended to eventually be visible or not?
I wouldn't be surprised if this would've acted like bracelets, meaning it would show over default footwear unless overridden. Given most users likely have overrides active, chances are they took the ring route and not show anything.
it's intentional
Anklet was in part similar to rings, but also because it wouldn't really be seen and would normally clip weirdly with most leg pieces
On top of that there's considerations for designing ahead of the avatar update. Atm it'd look like a bracelet on the bottom of your leg
On the XP bug and adornment XP there was this message Yuey posted yesterday
#game-news message
We investigated the bug with the XP being given at incorrect stages and resolved that, and rebalanced the XP to match the current rate. Adornment XP is also affected as part of that, with the fix coming monday
mainly added the 'eventually', in anticipation of an answer like that yea
outside of mogre flippers, most footwear can be pretty hard to distinguish without zooming in
so we're running around barefooted eh
50% less run energy is because bare footsies are better than leather soles
clearly
the power of touching grass (with your toes)
whoo sounds great
I'm away on annual leave all next week but thanks everyone for getting stuck in to crafting this week! ❤️
There'll be a bunch of patch notes on Mondays news post but you can look forward to some reduced rock durabilities and bug fixes like platinum not working with porters
An entire week without breezy 🥺 it’s hard to imagine such a thing but I suppose you’ve earned it. Enjoy your leave!
I saw somewhere that adornment isn’t giving enough but crafting is giving too much - are they both being fixed? Or is the too-high value being adopted/kept and just boosting adornment?
In short - bug's fixed, xp will match current rates, and adornment XP will be upped
would be nice if some of the crafting npcs actually used the facilities to craft stuff
walking around is nice an all, but having em blow glass or make pottery would be cool
also, enjoy your time off
Any tweaks to miscuts to look forward to?
hope you guys get more than a week of leave per year~
British labour laws exist, technically
Any chance on a response on if you'll fix the ethereal plate issue with lined plates being needed for the gloves and boots in masterwork? Multiple people are calling it a bad design choice and would appreciate a change?
does making miscuts on masterwork affect u negatively other then speed / exp
no
maybe there should have been a (not too long) step of the process that requires no miscuts or you have to restart the step
just to give it some variation, like how glorious bar folding is its own thing
might be worth making that apply to masterwork green cloth, since the hat is a bit too easy to make given that it doesn't require essences
The wiki said initially that 1 pearl was needed for the plates, I kind of think that would have been a better choice (less pearls needed) but thats coming from someone who hasnt got very far in ports
in late regions 60 isn't too hard to come by
it'll take a while but there's like nothing better to use it on, and masterwork is gonna be a one time craft set unless you're selling it for profit
uh yes there is the best weapon overrides in the game
elite katana+normal wakizashi (so they're sheathed on the same side) peak
I really love the focus window that pops up while crafting starbloom armor. Can you guys make this apply for other skills too. Safecracking come to mind. It is a really tight window for active clicking where high ping can make it impossible to actively skip locks.
I'm on annual leave this week but i'll send this across to the team, if it's not already logged
is it intended that masterwork magic armor is t115 like vestments?
seems kinda odd that vestments are nerfed armor wise to like t70 to get t115 dmg when masterwork is t115 damage plus hp/armor specially with melee already taking the most damage
Idk if this was mentioned but platinum stone spirits?
whats wrong with em?
Oh nvm I thought we didn't have them lol
damn people already giving out the t114 info about masterwork
(its also only 2% better in damage than t80)
it was known from day one
most just forgot cause the rest of the update was uh, something
Its also not an issue 🤣
ye it having the dmg isnt the issue
Let us have this one
its why do vestments need to be nerfed to t70 armo cause of the same bonus
when melee already takes more damage
buff vestments :uwu:
honestly, buff vestments or remove the damage debuff from zerk
