View Full Version : tinkered 99% feign death item cast time.
Barbai
12-30-2007, 04:31 AM
Is it by intended design that the final feign death tinkered item has a 3 second cast time while the others are instant? I can understand if the recast wasn't so long (30 minutes) but it is and they all have the lengthy recast time. 3 seconds is often just too long for an OH %#$*! item by the time it gets off, assuming you are not interrupted, you can easily be dead.
pointytail
12-30-2007, 05:56 PM
Working as intended. That 3 seconds is the risk you take for your 99% chance reward. The others are instant but at a considerable less % chance of success.
Valdaglerion
12-31-2007, 02:10 PM
<cite>Kretyn@Najena wrote:</cite><blockquote>Working as intended. That 3 seconds is the risk you take for your 99% chance reward. The others are instant but at a considerable less % chance of success.</blockquote>Sorry but this is a cop out. How about the reward of this being a high level tinkered item you worked to get skill up to make in the first place??Too many of the tinkered items like this which could be useful have been gimped in one way or another:FD: 3 sec cast (easy to interrupt), 30 minute recast, takes T5 harvest to make and I think 280 in skill (dont remember exactly - I am a 400 tinkerer now). The item is also a 5/5 charge item. So there is also a cost involved per usage.Necro FD: Instant cast / 5 minute recast Bruiser FD: Instant cast / 6 sec recast???Come on...the tinkered FD should have at the very least either instant casting, reduced recast or be unlimited charge. The items are getting heavy handed usage and cost associations.The Gnomish Safety recaller is even worse: extremely rare blueprint, takes multiple rares (3-6 I think), is charged 5/5 (and can not be re-charged, found that out the hard way), only evacs the user not your group, 1 hour recast, tinker only device, no-trade. So all in all, you get a 1p per usage item that only works for you.Wormholes: take 6 tynn clusters to make, only teleport the user, THEY DO NOT CREATE A WORMHOLE others can use like the druid portals, have a 2 hour recast and the blueprints are mythical.The list goes on. Tinkering really needs some attention. I am hoping Domino can take a look at the items early in 2008 and fix some of them and bring them into a consistency at least.
Cadori Seraphim
12-31-2007, 02:47 PM
I dont agree with you at all here Vald.. And I say take what you get as its a tinkered item.. a secondary tradeskill at that.If you want to FD like a brawler then make a brawler.. If you want to portal yourself around better then make a druid (or even a wiz/warlock)These items were NEVER intended to be on par with the class abilities that they share traits with.Lemme add.. I do think tinkering can use some love.. not saying that I want it to be a usless skill. But I stand by my previous comment that anything tinkered should no way be on par with any class abilities.
Valdaglerion
12-31-2007, 04:57 PM
<cite>Sidori@Crushbone wrote:</cite><blockquote>I dont agree with you at all here Vald.. And I say take what you get as its a tinkered item.. a secondary tradeskill at that.If you want to FD like a brawler then make a brawler.. If you want to portal yourself around better then make a druid (or even a wiz/warlock)These items were NEVER intended to be on par with the class abilities that they share traits with.Lemme add.. I do think tinkering can use some love.. not saying that I want it to be a usless skill. But I stand by my previous comment that anything tinkered should no way be on par with any class abilities.</blockquote>In this post I didnt say they needed to be on par with class specific abilities (this gets into a different discussion all together) but there are too many "investment" sequences for tinkered items to justify their limited use:<ul><li>level requirement of primary craft/adventure needed to open skill level opportunity (have to be level 80 before you can be a 400 tinkerer for example)</li><li>skill level requirement</li><li>blueprint acquisition requirement</li><li>rare crafting component needed for combine</li><li>charges?? (I hate this one personally, requires more storage of items, limited use while away from home, etc)</li><li>long recast timers</li><li>long cast timers</li><li>% of success</li></ul>Simply too many requirements to justify limited use, thats all. If the items are going to stay this limited and not on par with abilities then the cost involved with these limited items should be mitigated.Fine, leave the recast and cast timers the way they are but increase the drop rates of blueprints or make them available on a merchant, decrease the number of raws and/or rares needed for combine, remove the charges all together and ok, I can live with that. But seriously, my warden gets a group evac at level 39, no cost involved, no conumable needed, 8 min recast I think. The evac tinkered item is extremely rare, 1p per use! and only works for caster (not group) and has a 1 hr recast? Come on, thats not on par with anything, period - not even the other tinkered items. That is the point I was trying to make. Consistency among the tinkered items.All other tinkered items which are rare drops and require multiple rares to make are Unlimited charges. This one should be as well and hopefully Domino can take a look at it soon (tm)."IF" the tinkered items were ever made to be on par with class abilities that would be awesome and I would be a proponent of keeping the blueprints rare and even increasing the difficulty and expense of crafting them but still making them unlimited charge.
pointytail
12-31-2007, 06:02 PM
I'm getting the feeling that because you have put the time/effort/investment into Tinkering, that you feel there should be better rewards because of it for you. Take that statement however you wish or simply ignore it, Vald.For myself, I see Tinkering entirely as a bonus and sometime convenience item. While I wish some of the recasts were considerably shorter (Or at least reduced on many item) or if the items stacked just a little bit (Stacks of 3 would be nice. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />), it's still a bonus and never required to be actually used. Tinkering could be completely removed and I would barely notice that it was gone. Monetarily, the game itself provides an infinite supply and I don't see that as a factor.Yes, there are some improvements that could be made but the system works quite well as it is and isn't in dire need. My opinion as I see it, feel free to ignore it all.
Valdaglerion
12-31-2007, 06:28 PM
<cite>Kretyn@Najena wrote:</cite><blockquote>I'm getting the feeling that because you have put the time/effort/investment into Tinkering, that you feel there should be better rewards because of it for you. Take that statement however you wish or simply ignore it, Vald.For myself, I see Tinkering entirely as a bonus and sometime convenience item. While I wish some of the recasts were considerably shorter (Or at least reduced on many item) or if the items stacked just a little bit (Stacks of 3 would be nice. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY<img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />" />), it's still a bonus and never required to be actually used. Tinkering could be completely removed and I would barely notice that it was gone. Monetarily, the game itself provides an infinite supply and I don't see that as a factor.Yes, there are some improvements that could be made but the system works quite well as it is and isn't in dire need. My opinion as I see it, feel free to ignore it all.</blockquote>Somewhat agree but my feeling is based on the expectations that were set by the devs when transmuting and tinkering were introduced. The statements were "these secondary tradeskills are going to be very difficult to obtain and will not be for everyone". The tinker toys as I refer to them were made useful but hard to obtain. As more people saw the value in tinkering to customize their toons and fill in ability gaps they were deemed over powered and the toy nerfing began.Yes, I would like to see better reward in the tinkered items (for the reasons already previously stated) but again, some consistency in them in general would be nice and already something I think Domino has said she would check into so I guess there is really no need in continuing this particular thread of discussion. Those skills are not a bonus BTW - if they were you would be able to do both and multi-classing wouldnt be an issue. They were designed with character definition skills in mind. They are also tied directly to either your crafting or adventure class to open up a max skill level attainable so while secondary they are actually a higher level crafting ability or are/were intended to be.It's definitely not "game-breaking", I will concede that. It does have a high potential to be game defining and enhancing for certain game play styles, so its a matter of whether or not SOE values those game play styles. Considering they are restructuring a lot of the mechanics in that direction, it may just be a matter of time.
Meirril
01-01-2008, 07:10 PM
<cite>Artemiz@The Bazaar wrote:</cite><blockquote>The Gnomish Safety recaller is even worse: extremely rare blueprint, takes multiple rares (3-6 I think), is charged 5/5 (and can not be re-charged, found that out the hard way), only evacs the user not your group, 1 hour recast, tinker only device, no-trade. So all in all, you get a 1p per usage item that only works for you.Wormholes: take 6 tynn clusters to make, only teleport the user, THEY DO NOT CREATE A WORMHOLE others can use like the druid portals, have a 2 hour recast and the blueprints are mythical.The list goes on. Tinkering really needs some attention. I am hoping Domino can take a look at the items early in 2008 and fix some of them and bring them into a consistency at least.</blockquote><p>Just a few compairsons:</p><p>Escape Root: 1 charge escape. Requires 5 water/bone/fertilizer of the same tier. 50% chance of receiving a rotten fruit instead. LORE. Evacs entire group. Requires that you purchased the retail version of KoS or know someone that has a carnivorous plant in their house. Even at today's inflated rate of plant food (pricing at 4g each) that's 60g per escape and you can get 1 root for each tier. </p><p>Stein of the Alesmith: requires a loot card from LoN to craft! Recipe only good for 2 steins. I'm not sure what the raw ingredients needed are but they generally go for between 10-20p on the market. Allows you to teleport to a perviously set location (talk to a bartender) once per hour. Personal teleport only. Unlimited teleports. Oh, and you can sell these to other players.</p><p>I'm not a tinkerer, but these recipes really do seem too underpowered for any utility to the normal player. Too little bang for the buck.</p>
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