110248-tradeskill-inconsistency-what-the-heck-is-going-on

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Small rant but I will try to stick to the facts.
 
I have a handful of level 20's and 30's at this point, each with a different tradeskill. I've leveled Weaponsmithing, Armorcrafting, Tailoring and Outfitting to at least Apprentice or higher.
 
Why, oh why, are mining nodes so abundant, while tailor nodes (bladeleaf, goldleaf) and leather is so scarce? From what I've read, Technologists are in the same boat because they also use the same plants that tailors do, making this even more bewildering!
 
I am alt-tabbed from the game while typing this, and right now, running around in Auroria, I have not found a single goldleaf in 30 minutes of searching. There's fields, and fields of Honeywheat, Serpentlily and occasionally Crowncorn. And I am not here questing, my Esper is too high level for this zone now. I'm here only searching for Goldleaf, and haven't found any yet. I went through this with Bladeleaf too. I'm sure I will eventually find a few goldleaf here and there, just as I did with bladeleaf, but this just seems ... I don't know. I just keep asking myself "Why? Why did they do this? Why reward miners and punish everyone else?"
 
The same was true on my Outfitter and leather/salvagable drops and I've read a handful of posts where other players have made this observation as well.
 
Proposed solution: Swap out a decent percent (20-30'ish?) of the common plants (yellowbell, spirovine, honeywheat, serpentlily, etc.) for the ones that players need more of. Increase the drop rate of leather and survivalist salvagables. Problem solved!
 
- Another confused and frustrated customer
 
 	
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All the "rare plants" (bladeleaf, goldleaf, ect) share the same spawns with the common ones, so just harvest the common ones and come back in a bit, I will agree the spawn rates seem a tad low, but it could just be someone keeps going ahead/behind you and taking them.
 
Try the CX for seeds, though they usually sell higher.	
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			If that's really how that works, that's pretty crappy. That would explain why there's so much of the "undesired" plants. No one clears them so the desired plants don't spawn as often, and when they do, they get cleared but probably respawn as another common but undesired plant. So the majority of the zones will always have a lack of desired plants. How silly, they should really fix that. For a craft-loving player as myself, it's gamebreaking, and it's enough that I'm considering un-subbing because they can't get something so simple right.	
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Tailors do not get their primary source of cloth from Rare Herbs. Rare Herbs are merely a supplement.
 
The primary source for a Tailor's cloth is Humanoid enemies like Pell, Dreg, Dominion, Exiles, and whatever walks on two legs and wears clothes. That aside, salvaging Green Light Armour drops, when you get that crappy piece of armour that somehow has Tech.
 
Survivalists get leather by fighting Beast Mobs like Ravenok, Spiders, and Roan, that are higher than Minion level. It needs to be aggressive and put up a good fight for a better chance of dropping sweet leather, alongside a Corpse you can salvage for more meat, leather, and bone.	
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Personally I find the materials discrepancies between trade skills really obnoxious. Take armorsmith vs. tailoring, for example:
 
Armorsmith
1. Base material (ore) readily available from nodes that can be accessed without combat. Also available from salvage.
2. Secondary material requirement (carbon) usually 1-2 for each item.
 
Tailoring
1. Base material (cloth) primarily available from killing humanoid mobs, and salvage. Also available through farming, but not efficient.
2. Secondary material requirement (thread) usually 2-4 for each item, and it's the priciest of the reagents (carbon, flux, oil, etc.)
 
Why? Why are tailoring materials harder to come by, more expensive, and require greater quantities? I have both an armorsmith and a tailor, and the tailor is far more annoying to level because of the cost and scarcity of materials. You could argue that ore has to be more readily available since several trades use it while cloth is used by fewer, but that still doesn't make up for how easy it is to get ore. At the very least they could reduce either the cost of thread, or the amount needed for each item.
 
/rant	
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Hi all,
 
Just wanted to drop a line to convey that this inconsistency has our attention. A series of changes are underway, starting with a Survivalist "boost", which will be in the next large drop (#3). I've outlined the details here:
https://forums.wildstar-online.com/forums/index.php?/topic/106681-revisiting-the-bone-drop-rates/
 
Rarity of plants involved with Herb/Produce harvesting is next up. At this time, I can't guarantee when exactly some fixes will drop, but they are on my radar.
 
~Noah	
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Tailors do not get their primary source of cloth from Rare Herbs. Rare Herbs are merely a supplement.
 
The primary source for a Tailor's cloth is Humanoid enemies like Pell, Dreg, Dominion, Exiles, and whatever walks on two legs and wears clothes. That aside, salvaging Green Light Armour drops, when you get that crappy piece of armour that somehow has Tech.
 
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Would be nice if you guys could look into how stupidly hard it is to get the level 6 & 7 points in Tailoring while you're looking at tradeskills.It's inconstant that it requires dungeon drop sets of patterns or forced PvP to acquire the last two levels - Been stuck at level 6 for weeks as the patterns never appear on the AH and I don't want to PvP.
 
I had zero problems getting to max Weaponsmith with none of the dungeon or PvP patterns; I can only conclude Tailoring is missing some of its tech tree stars (I've heard mention it's the salvage ones that are missing but not checked).	
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Hi all,
 
Just wanted to drop a line to convey that this inconsistency has our attention. A series of changes are underway, starting with a Survivalist "boost", which will be in the next large drop (#3). I've outlined the details here:
https://forums.wilds...one-drop-rates/
 
Rarity of plants involved with Herb/Produce harvesting is next up. At this time, I can't guarantee when exactly some fixes will drop, but they are on my radar.
 
~Noah
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I'm a new Wildstar player and went with my gut instinct and chose a Stalker with outfitting and survivalism. Big mistake. After getting to level 18 (which is where I am now at the time of writing) I've realised that its simply not worth the effort or money right now, with leather being so scarce and having to sink 10s into damned spiroseed oil every craft. Not one piece of armor that I've crafted has been an improvement on what I already had equipped. 
 
Just today, I dropped outfitting in favor of relic hunting. Double gathering professions ftw  :)	
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Tailors do not get their primary source of cloth from Rare Herbs. Rare Herbs are merely a supplement.
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Just today, I dropped outfitting in favor of relic hunting. Double gathering professions ftw  :)
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Tailor vendor items are the most expensive for a good reason. That reason is that tailor on its own is completely self sufficient, with no gathering skill needed, meaning you can take a second trade profession (if your rolling in money) or a gathering profession for profit. The thread prices are fair.
 
Cloth drops should probably be increased but not by too much, and the need for eldan signs of fusion being needed to craft the epochos helms, 16 slot bags and probably the other expert research pieces (haven't bothered getting them as the helm is the only piece that's BiS) should be removed as that is a huge imbalance.
 
All the trade skills can make gear that is far better than anything you will get from quests or drops, as long as you keep it leveled. Hell, atm (though this might change soonish) crafted gear with good slots is better than the raid gear untill final boss of GA, and I always manage to make good money from selling pieces that roll decent slots but not good enough to replace what i have.
 
While leveling a craft, just pump crap out and salvadge it to fill the achievements untill you can make the final patterns for that tier. Once you can, get in touch with a technologist friend, and have them make you some blue cores. The gear you make with those will easily last you until your high enough to wear the next levels highest patterns and you simply repeat. Also you should only really bother with the dailies once you are finished with the tier and no longer need the matts to keep leveling.	
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