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Unread 06-09-2012, 09:03 AM   #23
Caethre

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General_Info wrote:

Felishanna@Antonia Bayle wrote:

(1) Leave adventuring AAs as they are, with the cap of 320. However, the tradeskill AAs cannot be chosen from this pool of AA. This would therefore mean *zero* change for adventurers who are not crafters.

(2) Create a crafting AA pool of 20. Allow these to be gained in some way via crafting Allow AAs from this pool to be spent on Crafting AAs from the Crafting AA tab.

These would mean the Level/AA cap for Adventuring would remain 92/320, and there would be a separate Level/AA cap for Crafting which for now would be 92/20. This could of course be added to in future updates/expansions, but *crucially*, crafting updates and adventuring updates would be separate (and they do not even have to be updated at the same update).

so basically you want a seperation as an excuse to get more points out of the system what you are asking for is only partially different then when aod came out they added 20 points to allocate to ether and here you are asking for seperation and another 20 points. so you want the 320 points of a current pure combat spec plus 20 points for tradeskill spec.

why should you be able to have it both ways and why should the devs make us collectively more combat powerful?

(( You say "as an excuse"? You imply that the purpose of those like myself who want AA separating is just "an excuse" to have the cap raised? If you think that, you have entirely misread the feedback, and are attributing negative motives where they do not exist.

You say "make us more combat powerful"? This is factually incorrect. Combat power is measured from adventuring level, adventuring AA, spell/CA levels and gear alone. It is not affected by crafting level. It will not be affected by crafting AA either. Adding more crafting AA, whether it be 20, 50 or even 500, will not affect combat power one iota. And you know it.

Encounters (solo, group and raid) are balanced against a cap of 92/320 adventurers. The assumption in balancing will be for the most common case where the character has spent those 320 AA in adventuring skills. Which is what most people actually do for anything challenging anyway.

The only way you are implying someone is 'more powerful', is where a crafter/adventurer who has 320 AA has currently accepted being a weaker adventurer than everyone else by sacrificing some of their adventuring AA to use in crafting, and under my suggestion, they would no longer need to sacrifice adventuring power compared to other adventurers in this way. This is precisely the situation I want to have remedied, and I see it as a correction to a problem, not a power increase. The current situation punishes adventurers who happen to also be crafters on the same character. I would like every adventurer to be able to spend 320 AA in adventuring AA, and separate to that, every crafter should be able to spend (for example) 20 AA in crafting AA, and the two spheres be entirely unconnected.

The fact that an adventurer/crafter would then potentially have 340 AA if you add the two spheres together, is entirely irrelevant. That is like saying my monk having 184 levels is more powerful as an adventurer than a level 92 monk who does not craft, it is poppycock. Again, you know this already.

When I go LFG later, I won't be shouting "184/320 Monk-Carpenter LFG", and if I did, people would laugh at me (quite rightly too). The spheres are separate. I'll stick with "92/320 Monk LFG", regardless of whether I have 92 carpenter levels as well, and regardless of whether I might in the future have 20 crafting AA as well.

=====

The purpose of this thread is not to cause any change to adventuring at all. It is to separate crafting AA off in the same way as crafting levels are separated from adventuring levels. Has this singular point got through? I have repeated this three times now, what the aim of this feedback is. (That doesn't mean you have to agree with it, but summing up the motives behind the change as something entirely different from what they are is not helping anyone).

My hopes are:

- Create a separate pool for crafting AA.- In doing so, try to have no impact on pure adventurer players.

My suggestion meets my objectives, and I don't see another way of meeting them offhand, although of course it could be done at the next cap raise anyway. It is also a fantastic basis for the future, to allow crafting to gain further developments (more AAs) without ever again impacting adventuring power, and crafters could receive new AAs and new ideas from that point on, without ever having any impact on adventuring ever again.

This would be wonderful for adventurer/crafters, and also pretty nice for pure crafters too, looking to the future. And it would have no impact on pure adventurers at all.

All this said, my approach was just one way it could be done, and I am sure SOE can think of others.

The feedback remains:

We would like to be able to select AAs in both independently, and would like not to be forced to choose between adventuring AA and crafting AA. The answer is, and always has been, to have separate AA pools for Adventuring and Crafting ))

__________________
Countess Felishanna Silorielenwe [92/320 Templar|92 Sage](Koada`Dal)

Lady Lorianna Ardinwena [92/320 Monk|92 Carpenter](Koada`Dal)

Lady Suzanna Narinyaare [92/320 Conjuror|92 Woodworker](Koada`Dal)

Lady Annaelisa Lorinfinlinde [92/320 Fury|92 Tailor](Koada`Dal)

Lady Silvianna [92/320 Illusionist|92 Jeweler](Koada`Dal)

Jennianna [92/320 Dirge|92 Weaponsmith](Koada`Dal)

Aurielle [92/320 Wizard|92 Alchemist](Koada`Dal)

Valerianna [92/320 Guardian|92 Armourer](Koada`Dal)

Sarahanna [92/320 Swashbuckler|92 Provisioner](Koada`Dal)

Katherianna [92/286 Beserker|92 Sage](Koada`Dal)

Guildleader of The True Path - A roleplay-based guild (level 77) on Antonia Bayle
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