100749-nerfs-are-the-only-solution

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Let me start with a story.
 
I decided my esper needed better gloves. So what did I do about it? Did I look up loot tables to find a decent pair of gloves? Did I wrangle up 4 friends to go do some amazing dungeons with challenging encounters hoping they would drop?
 
Nope.
I dropped architect, took my 19 data fragments, ran to the CX and maxed tailor. I then crafted my adventus gloves a few times using some dual-hybrid cores and got my badass gloves.
Far easier than countless dungeon runs which a ) won't drop the item and b ) might have bad slot count and c ) has the wrong colors.
 
This is why people are not running content and not logging on anymore.
 
There is no upward gear progression and AP runes are too powerful.
Crafted gear needs to be around adventure lvl. Obtaining 1-2 rune slots max. Post launch nerf is the only solution.
Dungeon gear needs to obtain guaranteed 2 and potentially have up to 4 rune slots.
Raid gear needs to guarantee 4 and potentially have 5 rune slots.
 
Furthermore AP runes need to be tuned down to the same relative value of the other rune-slots so that fire/fusion/logic aren't the ONLY valid rune combinations.
 
 
Also, as suggested, there needs to be a crafting based method of modifying runeslot colors because currently, the only option is to re-create the item. Be it by crafting multiple times (easy) or running dungeons/raids multiple times (not easy)
 
Players will always gravitate to the best method of improving their character's strengths and will always chose the path of least resistance.
 
Currently re-crafting the same item 20 times is much much easier than re-obtaining the same item via dungeons or raids all the while competing with other players.
 
 
 
Finally, the only reason I say nerfs are the only solution is because buffing the item lvl of dungeon drops would completely skew the tuning for 20 mans and dungeons alike, rendering all content too easy, too soon.
 
 
 
 
inb4 dont nerf instances #hardcore 
read the thread.	
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			Would be better if they just changed the way runes are determined for an item, really. Well, that and a bunch of other things, but yes, when it's easier and more reliable to craft gear for yourself that is better than group PvE encounters could possibly drop, it's a sign of bad design that needs fixing.	
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			I definitely agree with the crafted gear is to powerful part of this topic. I can't imagine the point of running dungeons over and over past getting silver since the gear in there is mostly salvage fodder due to crafted items being so good. I know crafters need a purpose at end game which is why I fully support the rune slot idea.	
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			What if crafting these gears are only possible with epic mats from raids.	
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What if crafting these gears are only possible with epic mats from raids.
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			I get it, crafters are somewhat happy so lets get rid of them too?	
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I get it, crafters are somewhat happy so lets get rid of them too?
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			I like your post in principle, but as someone who doesn't plan to run Dungeons or anything anyway, I'm quite glad it is the way it is, and look forward to getting my Tailoring higher.	
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I mostly agree.  I'm not really sure what they were thinking in terms of itemization and progression through content other than maybe,  "Let's keep them confused until we have the time to implement a proper upgrade system!" 
While I'm one of those people who isn't super motivated by loot or upgrades (other than it being a necessary evil), I still like things to make sense.  The current system does not.	
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dont nerf instances #hardcore
 
(Sorry, couldn't resist. I *did* read the post. Let's see those badass gloves - post a screenie, brag a little bit!)	
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Here's the problem.
 
Stats other than assault power, are pretty much worthless for dps.
 
Cap your strikethrough, crit severity does next to nothing, sit on 20% crit chance.
 
Then its all about assault power.
 
Ap all day, nothing else matters.	
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			I think it might be kind of early for crafting nerfs. I mean, in other games crafted gear is often really good at launch and maybe even at the beginning of an expansion, but as PVE content gets added the dropped gear progressively gets better and the crafted gear is eventually left far behind. Just because crafted gear is good enough now doesn’t mean it’s going to be good enough forever. Let the tradeskill guys do their thing while they can. In my experience the usefulness of crafted gear in a game like this is usually pretty short lived in the grand scheme of things.	
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I think it might be kind of early for crafting nerfs. I mean, in other games crafted gear is often really good at launch and maybe even at the beginning of an expansion, but as PVE content gets added the dropped gear progressively gets better and the crafted gear is eventually left far behind. Just because crafted gear is good enough now doesn’t mean it’s going to be good enough forever. Let the tradeskill guys do their thing while they can. In my experience the usefulness of crafted gear in a game like this is usually pretty short lived in the grand scheme of things.
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Best in slot gloves aren't Adventus, you did it wrong.  Look for the crafted gloves with the Rage special.
 
Seriously though, I think the biggest problem with crafted gear at the moment, and the main reason that its power level is out of control, is the number of runeslots obtainable.  The items would generally be balanced if the schematics didn't lie and actually limited the maximum number of rune slots, but at upwards of five rune slots you can give a serious boost to the actual item level of what you end up crafting.  And since you have basically unlimited attempts, you can get those extra, unintended runeslots to be what you need for maximum potential.	
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Why nurf craft gear when you can just boost adventure/dungeon drops to exceed them?
 
Atm the itemization on dropped gear is whack so half of the purples don't do the job they are supposed to, which if fixed, removes the 'craft = best' thing going on atm.
 
Including the whole rune slot rng bs lol.	
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Finally, the only reason I say nerfs are the only solution is because buffing the item lvl of dungeon drops would completely skew the tuning for 20 mans and dungeons alike, rendering all content too easy, too soon.
 
 
 
 
inb4 dont nerf instances #hardcore 
read the thread.
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Everyone will take the easiest route that's my point. I've earned my gloves, the easy way.
 
Dungeons are fun but past attunement with your guild, there's little incentive to return.
 
I'm not saying that obtaining crafted gear is wrong, I encourage it. It's just right now it pre-empts most of the other traditional methods MMO's offer for character progression.
 
How many on your server or guild are running dungeons for gear instead of solely for attunement purposes?	
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now we're getting closer to something of worth. This is actually being talked about in another thread:
 
https://forums.wildstar-online.com/forums/index.php?/topic/100624-carbine-please-take-this-to-heart/
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