Hi,
I have some ideas about improving craft system. Basic idea is, adding a feature that lets you to get possible augment bonuses on items at the end of craft process. As we all know augmented items can not be sold on AH. However adding a feature that removes augment bonuses, and leave them with their base stats when you want to put them on AH, would solve this problem. This feature works similar as putting signed items on AH. On the other hand, that feature would also give people another chance to reassess their horribly augmented items from Fields of Valor or other activities.
Looking into crafting side, augment bonuses that crafted item may get will depend on item level and your skill level of that craft. Still there will be a percentage that item may get augments, but this percentage will increase even with greater bonuses, for instance when you craft a level 20 item with your 90 crafting skill. In addition, personally I would like to see craft results as not only HQ1, but also HQ2 and even HQ3, with lower chances of course. For higher level items augment bonuses should be adjusted for higher bonuses as we see on Trial of the Magians quest weapons in time being. Craft results may also open extra slots for evolith stones on items that can be used for item etching through synergy, and evolith stones can be adjusted for giving more meaningful and useful stats.
The main idea is turning current craft system into more useful and fun activity for players. Honestly, I don't want to feel restricted for doing Trial of the Magian quests for weapons and armor. I also want to see enjoyable alternatives for improving our characters. I believe more people will be interested in crafting if they see these adjustments on crafting system, and perhaps we may start talking about in game economy once again in future. Thank you for reading.
