Feedback:User/Mimterest/Fleshing Out Crafting

From Guild Wars Wiki
Jump to navigationJump to search

My suggestions for crafting skills revolve around making them feel more interesting and varied. What crafting needs in my opinion is longevity and something to aim for.


1. Hide new and interesting recipes into minigames, activities, and most of all the more difficult areas of the game such as world bosses and dungeons. New max skill level armor skins, new weapon skins, new insignias and sigils, new chef foods of a more exotic nature (themed with their acquisition method or source), and so on. Essentially horizontal expansion of crafting recipes to make the crafts feel less linear and more fun.

    - Examples for Artificer: Tonics, Visual only consumables, short-term potions
    - Examples for Jeweler: 4 or 5 stat gems (total stat allocation equal to current), maybe special sigils for weapons
    - Examples for Armor crafting skills: New runes, themed armor (Destroyer armor etc), differently patterned armors
    - Examples for Weapon crafting skills: New sigils, alternate looks for existing weapon styles, weapons with new visual FX
    - Examples for Chef: Placeable plates (mostly for roleplayers), food with new effects, exotic foods (Dredge Curry?)

2. More crafting akin to Legendary items, something that takes some time to complete due to the materials required. Skill points in crafting is a clever way to influence this. They could be comprised of several stages such as having to build a Gift for legendary weapons, such as building special bolts for a new style of weapon, so you feel like you're still progressing towards the end result.

3. Prestige versions of old recipes for skill level 400, be it an elite version of an earlier armor skin, or a spiced up soup.

4. More and difficult discoveries, something hidden and challenging, yet fun. Maybe in the form of puzzles you have to solve, testing your wit and dedication, gaining new items required for the final discovery.

Additionally, a functionality that would greatly improve the use of the collectibles tab and the bank would be to simply make crafting happen straight out of the bank, so you don't need to withdraw the materials you need. This would make sense as the crafting stations are already functioning as banks. This could be an optional mode, so those who want to use only a specific amount of materials can turn it off and withdraw the desired amount to prevent mistakes.