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#31 |
General
Join Date: Nov 2004
Posts: 578
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![]() Looks like I may be in the minority but I liked transmuting precisely becasue it was tough to skill up and therefore rewarding when you got there. Personally, i like that the adornments switch to transmuters as it has always been messy as it stands. However please leave the skilling up curve alone, it doesn't hurt that it is challenging and making it easier really is unnecessary imho.
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#32 |
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers
Loremaster
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
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![]() Anduri wrote:
There is nothing challenging about it. Crafting is easy to do. As it is now, it is tedious and costly, those two things do not make something challenging. |
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#33 |
Loremaster
Join Date: Feb 2006
Posts: 6
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![]() I don't envy Domino for having to take on this mess but I do applaud the effort. Transmuting for me has been a means to get some use out of items my character could not use. I don't remember how much time/money I spent leveling my muter but I appreciated the fact that it wasn't easy or cheap. These are the changes I would make: 1. Make the Enigma books cover tradeskill archtype's that way an outfitter would make Tailor, Armorer, Weaponsmith adorns. Scholar - Alchemist, Jeweler, Sage. Craftsman - Carpenter, Provisioner, Woodworker. This would make the adornments more accessible for all while at the same time giving tradeskillers who have few if any in-demand adorns recipes more love. 2. Keep transmuting and adorning as it is now - one skill. This keeps the supply and demand balanced. Giving everyone the chance to break down items without making adornments will just dilute the supply of adornments in my opinion. Having a bulk transmute option for breaking down many items at once would be very helpful. Perhaps make a transmute crafting station that opens up a bank type window to drop items into for xmute? 3. Maybe allow "No-Trade" items to be commission transmuted? This would increase the number of usable adorn components a bit. Transmuting as it is now is not as useful as tinkering which is why I have many tinkerers and only one xmuter. I am not usually a forum troller so don't blast me too much. |
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#34 |
General
Join Date: Apr 2009
Posts: 18
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![]() I say get rid of the "adorning" skill after splitting it from the breaking down because you can eliminate an entire pseudotradeskill that often performs frustrating combines that offer zero skillups and zero experience. Adorning as a separate tradeskill is superfluous anyway. If I can make swords, I also know how to embed a jewel into the hilt. If I can make clothing, I also know how to make gold tassles. If I can make armor, I also know how to etch lettering into it. And on and on. People worry about a glut of components if transmuting were a simple breakdown skill like harvesting. Well then you could figure a way to use them as or combine them into tradeskill rares. This is not nonsensical...after all, how does one take a rare plus scrap material, create a mastercrafted item, then be able to transmute it? The process is surely reversible in a manner of speaking.
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#35 |
Loremaster
Join Date: May 2005
Location: England, UK
Posts: 41
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![]() Changes look good to me. As a new player returning to EQ2 transmuting is a bit of a nightmare. On splitpaw level 1-7 items usually cost an insane amount (80g+ when I was looking earlier) - as I have a full set of characters from 20-80 then level locking is no use obviously. That left the option of trying to harvest rares - along with all the other people.... It also didn't help that I got more than a few quite understandably [Removed for Content] off comments from the non botters as to why a level 80 ranger was farming a Tier 1 starter area. Even then it was appalingly slow.
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Lady Lysanthir Ahmquissar Ranger and Jeweller Extraordinaire Band of Brothers, Splitpaw |
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#36 |
Tester
Join Date: Dec 2004
Posts: 1,307
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![]() I may dust off a couple of transmutters I started. *When you buy the skill to transmute, the cost should include the reactive skills. No confusion that way. (same with new adorner, I guess) *Current capped transmutters should be grandfathered for both skills. *Yea! for making them separate skills. *I would like to see adornments be kept by different classes with their recipes being more intutive to go with their professions. Their adorn skills would be raised by their specific recipes like in regular crafting. *I would like to see specific tier items make specific items and not just "chances". Great post btw, and I applaude the changes.
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GrunEQ2 "O to be a voyager and a yoyeur no longer." |
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#37 |
Tester
Join Date: Nov 2004
Posts: 3,844
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![]() You know, after reading some of the comments so far it seems to me that one of the problems inherent in revamping transmuting is the assumption that transmuting needs to be roughly equivalent to tinkering. Why? I'm just sort of thinking aloud here, being at work I haven't had time to mull everything over fully yet, but if every player has the option to be both a tinkerer AND a transmuter, what is wrong with transmuting just being, well transmuting. I always thought that it made sense that a crafter should be able to take apart something to reuse the parts to make something else (Horizons/Istaria includes this as part of their crafting system, plus as a RL crafter it is definitely something that most crafters do on occasion). I'm not sure I see a reason for it to get any more complicated than that. It becomes basically a harvesting type skill that way, which would provide special parts used in making adornments. As far as the adornments go, I like being able to customize some of the stats on gear with adornments (although I am a cheap slacker and have not bothered to adorn much of my toons' gear lol), but I don't really feel that creating adornments needs to be tied to the transmuting process. It seems like that is mostly being proposed as a method of keeping transmuting roughly equivalent to tinkering in the usefulness/value of items produced. My transmuting never went past about 275 so I can't speak for 400 transmuters, but it seems to me that the focus of most people who made it to 400 was to be able to transmute level 80 items, not make adornments. Therefore, as long as they were still at 400 transmuting, I doubt many would care about losing adornments. Anyways, more thoughts/comments as I continue to ponder! |
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#38 |
Lord
Join Date: Jan 2009
Posts: 262
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![]() Eveningsong wrote:
Just wanted to chime in, the guildie that I mentioned in my first post would be a very sad panda if he did not get the 400 transmuting and adorning. There is a lot of adorning involved in transmuting leveling right now and in his mind, he already did the grind for adorning skills. Maybe many wouldn't care, but he would. d: hehehe |
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#39 |
Tester
Join Date: Nov 2004
Posts: 3,844
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![]() Aye, if both transmuting and adorning go in together, I definitely would expect folks to get both at 400! But I was mostly musing about taking adorning out of transmuting altogether, and perhaps that is something that most people at 400 would not want to see. |
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#40 |
Loremaster
Join Date: Nov 2008
Posts: 112
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![]() DominoDev wrote:
Why not a little GREEN |
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#41 |
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers
Loremaster
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
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![]() azraelteir wrote:
That's an interesting Green Re: making up to manas... the way I interpret it was fragments -> powders. And *maybe* at most powders - > infusions. I certianly hope there is no infusions -> mana. |
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#42 |
Loremaster
Join Date: Nov 2008
Posts: 112
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![]() Barx@Antonia Bayle wrote:
Like that? lol :p Personally I agree, Manas should stay the same as they are now, only achievable by breaking down Fabled loot items, however if the change happens to keep it all fair (playing devils advocate, I cant help it), then it should still require a lot of Infusions or a large number of more than just Infusions (maybe even a common rare or powders as well) to make the Mana, this way they are still the high end rare component. |
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#43 |
Loremaster
Join Date: Nov 2004
Posts: 994
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![]() Leveling transmuting under the old system was both extremely costly and extremely time consuming. Current maxed transmuters must be given both skills at max if this new system is to be institutued. It would be the ultimate kick in the teeth to have to raise adorning skill all over again. We had to expend great effort MAKING ADORNMENTS to get to 400 transmuting already. |
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#44 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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![]() DominoDev wrote: *snipped* *ponders* .. So, if I follow you ... you are planning to make Transmuting have (2) Skills .. (1) for pure 'Mutation, that would be leveled up purely by 'smooshing' things and (2) for Adorn Making, that is leveled up by actually Crafting items. .. Truthfully, I like that idea. While it's a bit more work for us as players than if there were a Commission System for 'Smooshing' .. it still gives us the flexibility to choose to either work on that harder skill (Adorns) on all of our Characters or to skip it and only do the 'Muting skill'. Personally, I am not inclined to do more than the Mutation skill on any but my Main, who is already a Max Transmuter. Which, brings up the question ... Will we have to redo all the that work to bring up our Adorn Making skill to our Mutation skill when this goes Live? I really, really don't want to .. Though, I am very glad on your goal of fixing the curve of the amount of products used per Tier, my immediate thought is that this will have some negative impact the T1 Crafting aspect for the Transmuting skill increases. Comments:
See .. I always thought this was more along the lines of a Warning .. seemed appropriate .. but .. *shrug* whatever.
uh .. I'm pretty sure I have smooshed quite a few of the scrying stone rewards. I think there were a few that didn't work and obviously the 'cash loot' items weren't. So, maybe changing the 'cash loot' items to be a Treasured Item that can be smooshed or vender would be nice. But, an even nicer thing would be to go back through all the various Live Event rewards/purchases. Such as that Icy Keep Armor/Weapons/Jewelry and the TSO & Void Opening Event Armor & Weapons. All those things are flagged as NON-Transmutables. As Discussions go .. there is really not much for me to debate, already you have outlined a better system than what we currently have and it's just in outline form. I look forward to your synopsis on the actual Adorns themselves. |
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#45 |
Tester
Join Date: Nov 2004
Posts: 3,844
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![]() Oh yes, commissioned smooshing! That's another aspect I'd love to see And I have to say, if a 400 transmuter doesn't get 400/400 (which is the only way I can see it being, personally), it seems to me that it should be 400 in adorning not transmuting, because you MUST make adornments to level, not transmute items. At worst, I'd think 100 transmuting/400 adorning... |
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#46 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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![]() azraelteir wrote:
To comment directly on this ... I think the changing up of ingredients would be fine, even up to Mana, if there were a decent amount of Infusions required. I'd go so far as saying that (20) infusions per (1) Mana would be more than adequate as a Change over as well as a detriment to those who would think to circumvent the system of needing to smoosh Fabled items to get Manas. |
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#47 |
Server: Butcherblock
Guild: Advent of Valor
Rank: Council Leader
Fansite Staff
Join Date: May 2005
Posts: 673
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![]() Like most maxed out transmuters have posted here already, I agree that if this change goes live, please, please, please give the current maxed out transmuters max skill in both breaking down and making adornments. It was quite a painful process to get here the first time. Please don't make me do it again. I like giving all the adornment recipies to the transmuters and taking them away from the other crafters. I'm sure there are some non-transmuting crafters that don't like this idea. They can make adornments now and don't want that ability taken away. But what did the other crafters do to be able to make the adornments? They got the books. If they were a max level Jeweler when transmuting came out, ALL they had to do was get the recipe books and they could make the adornments. That's it. Take this ability away and they are STILL a max level Jeweler. The transmuters worked to be able to break down the components and to be able to make the adornments. They couldn't progress past skill 100 without making adornments. They worked for the ability to make adornments. Since the ability to be a transmuter is going to be available to everyone, ANY crafter that used to be able to make adornments can level themselves up as an adornment maker/transmuter if they want to get that ability back. Then they'll be able to not only make the adornments for their class but for ALL classes, which is fair because then, they've done the work as well. I like these changes. And I'm guessing that most that are advocating getting rid of the adornment making part of transmuting and keeping it scattered among the other tradeskill classes, are NOT transmuters. |
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#48 |
Loremaster
Join Date: Nov 2004
Posts: 189
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![]() What I'd like to know is : 1) Will current transmuters be able to be tinkerer as well, it's not said in the OP 2) What will happen to ours skills ? Reset all our work ? and so forget all the money we have paid to rise our skills and the time spent crafting over and over useless adornements with no market? Or Put all our point in only one of the new skills ? Rethinking the sytem could be a good point but the past speak against your "good idea" : I'm an armorer and after DOF and a "good idea" I didn't sell any more armor. Now I can sell adorment but I wonder if you "good idea" will ruin, again, the way I can earn money without making an alt to farm ? I never understand why the adornement made by adorners were so useless, only the fabled one has a market (I sell 1 legendary adornements from adorn against 20 from armorers...), so I like the idea to put at last adornement recipe to adorners. I wonder (I know it's not the current subjet) what I will be able to sell as an armorer after this change... I think you have to think hard to make all crafting profession desirable again. |
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#49 |
Loremaster
Join Date: Aug 2007
Posts: 1,199
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![]() CoLD MeTaL wrote:
I like the way you think. You have said everything I was going too.
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Doing your own thing isn't good, if it prevents others from doing their own thing. |
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#50 |
Loremaster
Join Date: Aug 2007
Posts: 1,199
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![]() Qandor wrote:
Having a 400/400 transmuter I agree that it would be nice to have the skills at max up to that point and then after that make it the same for all. I would really dislike starting over after the amount of time spent on breaking down and making combines both and then amount of coin i burned through.
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Doing your own thing isn't good, if it prevents others from doing their own thing. |
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#51 |
Loremaster
Join Date: Jan 2006
Location: West coast USA
Posts: 624
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![]() When I first heard there would be Transmuters in the game and they could break down items, I thought - great! I will get that Rare from the armor I just outgrew and some other stuff too. But it wasn't that at all. It was other stuff entirely. I don't see the logic in breaking down a spell and getting shards of turquoise and pwders n stuff. If you are doing an overhaul, why not make it logical? That you get some of the components you used back, but maybe a magical version of them.. That aside, I stopped transmuting at just over 100 points because as has been said by various people, it is a money sink. I got to 100+ on my own using books and stuff I stashed as I leveled my Fae. I stopped because unless I had a toon at the right level for that loot, I couldn't get it myself. And then there was no halting your XP, if I remember, so you and or you alts outleveled what you needed. That isn't challenging as has been said, it is again the provenance of those with the money to sink into the skill. Yes, I welcome splitting the 2 parts of Transmuting - making adorns is not Transmuting. I would also welcome a better way for leveling the actual muting skill - yes, easier, not because I am not prepared to put time into it, but because as a raw harvesting skill, it shouldn't depend on throwing vast amounts of money at it - no one pays to harvest nodes. If we did, how many Tradeskillers would we have? zunder the current system, because I could only skill-up by making stuff, another thing that stalled me was not being able to get certain raws without buying up gear got on raids when I don't raid as I'm part of a small clan. Please don't say Why should everything be available to you if you don't go raiding ... that's not the point. It's a craft, not a measure of your adventuring ability. It shouldn't be dependant on raiding except perhaps for items the equivalent of Master books in other crafts. You should still be able to level up effectively at the regular rate say a Carpenter does, or a Provisioner, who has no rares. Just my 2 cents. I also like the ideas of getting an expected return for a specific item. |
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#52 |
Loremaster
Join Date: Nov 2004
Posts: 79
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![]() Aurelis wrote:
Please Please address the concern in this post. Having already done "the grind" in the current system (which has been decided to be broken and in need of a change) I do not want to have to grind again to max out a new skill. I hope 400 transmuters will be given 400 adorning as well.
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#53 |
Loremaster
Join Date: Mar 2005
Location: NJ / Unrest
Posts: 1,858
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![]() I think the change is good. Will those at 400 transmuting at xpansion launch have to level up both skills once they split? Please say no... even with the change thats triple work for those who went through it long ago.
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Zehl of Unrest SK DE/Provisioner/Transmuter/Tinkerer, Fashion Police Chief of Norrath & quest freak Deyala: 1/2 Elf brig/Carp/Tinker backstabbing vixen Katayira: DE Inquisitor/Alchemist/Tinker Musette: Evil Pixie Dirge/tailor also max woodworker, jeweler, and armorer ask me for FB |
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#54 |
Loremaster
Join Date: Nov 2004
Posts: 74
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![]() The only change I *need* to see in transmuting is the elimination of the sound effect that accompanies breaking down an item. It's one of the things that drives me crazy (-ier than I already am), sitting at the bank or broker and hearing that over and over.
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Deagon 92 Halfling Templar / 92 Provisioner / 460 Adorner/Tinker/Transmuter<br> Kintran 91 Dark Elf Wizard / 92 Sage / 460 Adorner/Tinker/Transmuter<br>Dare 92 Human Paladin / 92 Armorer / 460 Tinker<br>Jarenth 90 Half-Elf Swash. / 92 Alchemist - Jeagol 92 Halfling Warden / 92 Tailor <br> Beagon 90 Halfling Brig. / 92 Jeweler - Ottan 18 Barb. Guardian / 92 Weaponsmith<br>Lalvarien 90 High Elf Illus. / 92 Carpenter - Natto 54 Halfling Inq. / 92 Woodworker<br>Jarend 90 Human Troub. / 92 Provisioner<br>................................... ....Arcana Imperii -- Crushbone...................................... |
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#55 |
General
Join Date: Apr 2009
Posts: 18
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![]() Decimatr@Kithicor wrote:
You're guessing wrong. I'm just seeing the bigger picture.
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#56 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
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![]() Aleraku@Blackburrow wrote:
What's mostly done right now is contrivance as well. Beghn did it to make sure everyone benefitted from the system but it makes adding adornments a nightmare in market distribution and customer education. Placing them all under one skill reduces the incentives for hairspillting and redundancy that currently plague the system. Aleraku@Blackburrow wrote:
Adorning as a separate tradeskill is not the same as adorning by adding the item. One is the creation of the jewel, the other is the actual use of it. Adorners can be seen as master gem cutters, tradesmen who specialize in the shaping of the gem but not necessarily its final use. Adorning as a spearate skill allows the harvesting of transmuting to be available to all while not burdening those who don't want a tradeskill with the frustration of creation--just like regular tradeskills now.
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I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
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#57 |
Loremaster
Join Date: Nov 2004
Posts: 678
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![]() Aleraku@Blackburrow wrote:
I advocate keeping adorment making split up, and I am a transmuter. Adornments are currently a huge market. The changes listed will greatly increase the numbers of tranmuters out there. I still would much prefer to make it as difficult as possible for one person on my server to have that market on near lockdown. I will likely raise transmuting on three other characters once the change goes live, It is unlikely that I will raise the adornment making side of it on any character other then the one that is already a max skill transmuter. Two of those characters are currently high skill tinkerer's.
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Llyren, Martn, and Noih hunting for cheese in all the wrong places. |
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#58 |
Loremaster
Join Date: Nov 2004
Location: Indianapolis, IN
Posts: 2,083
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![]() I like your ideas a lot. I don't really have a lot to add myself. The one lone thing I would have been concerned about (and have commented on in the past) would have been giving transmuters both all adornments and all possibility of obtaining the components. Under the current system, this would result in a raw material and product monopoly. But splitting the skills into a harvesting-esque side and the producing side is a great solution to the problem. As well as making the harvesting side's skilling up independent of the producing side's skilling up. It gives raw materials the chance of being more readily available and I think it will work to keep costs reasonable on both materials and the final product. I would agree that transmuting (and tinkering) reactives should be given automaticallly when the skill is gained, just as they are with the primary tradeskills now. And I think if normal harvesting raws were able to be incorporated into recipes, that would level the playing field even more among both the two secondary tradeskills and how the secondary tradeskills relate to the primary tradeskills. My one addition is perhaps adornments could be broken back down in a sort of "salvaging" manner. The adornment crafter would not receive all materials back, of course, but just a fraction of what was used to craft the adornment. This also would keep costs at a reasonable rate. Of course, if you coupled this with a serum that would allow adornments to be removed safely without destroying them, then costs could be kept very reasonable indeed.
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Gwyneth Lecarde 90 Warty Arrow Flinger 90 Sword Shiner Najena Morgasand Ka'Bael 54 Roswellian Mind Scrambler 87 Shield Polisher Najena |
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#59 |
Loremaster
Join Date: Aug 2007
Posts: 99
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![]() I have a question: Will new Transmuting and Adorning be equal secondary professions, like Tinkering/Transmutiong now? How many secondary profs one can learn? Can I be 80 Artisan/400 Tinker/400 Muter/400 Adorner? If yes, do you plan more secondaries? Speaking less oftopically, all changes seems fine, unless you plan to reset my hard-plat-earned skill (which is 375) to zero. And yeah, muting one ingredients to another seems quite interesting, especially if it will work both ways.
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Barren Sky: Brammator warden/tailor/mechanic, the Surreal guild. Barren Sky: Rodina illusionist, the Surreal guild. Barren Sky: Gargantua sk, the Surreal guild. |
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#60 |
Server: Butcherblock
Guild: Advent of Valor
Rank: Council Leader
Fansite Staff
Join Date: May 2005
Posts: 673
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![]() Llyren@Kithicor wrote:
I should have been more specific. Let me revise my statement above: And I'm guessing that most that are advocating getting rid of the adornment making part of transmuting and keeping it scattered among the other tradeskill classes, are NOT transmuters, OR have several tradeskill classes that would loose money if it were to happen. Again, your multiple tradeskill classes did basically NOTHING to be able to do anything related to transmuting or adorning. You had a free ride for a long time based on the current system but didn't do anything to work for it on your other crafters. The sky isn't going to fall just because the adornment making part gets taken away. Your other crafters are still OTHER CRAFTERS. If you think your other crafter's only use is for making adornments, that's a different issue related to that tradeskill class. Now, I'll admit, it would be pretty messed up if someone leveled up a crafter ONLY because of the adornments they could make. I would imagine however that this is the extreme minority (but will probably be the vocal majority on the forums since the minority won't bother posting). Even if that were the case, they would STILL be whatever tradeskill class they leveled up. I don't mind working for what I get. I worked for my transmuting skill. I got the ability to break down components and make adornments for some weapons. The hard part wasn't breaking down the items up to level 100. The hard part was breaking down enough materials and crafting enough items to make it from 100 to 400. Having done that work, I like the idea of finally being rewarded for it by getting the ability to make all the adornments. That's how I thought it should have been to start with. As it stands now, transmuters can make SOME of the adornments for weapons. Now, of course, those with multiple crafters who currently make adornments are going to feel slighted because currently they can make several classes worth of adornments and make some decent money. But again, those other crafting classes didn't DO anything but get the books to be able to make the adornments. We're talking about taking away something that was never earned in the first place. Want the ability back? Build up your adornment making skill like the current transmuters already have. But that's just the opinions of an 80 Weaponsmith/400 Skill Transmuter. |
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