128604-upcoming-stat-re-work-and-crafting

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So, with all the juicy tidbits TT has been spilling about the new stats and such, it brings up the question: will crafting armor and weapons see a re-work, too?
 
a) Circuit board crafting with surprising slot types, e.g. Archivos weapons have only good tank/heal slots, the DPS slots are all bad.
b )Specials are very unevenly distributed, in terms of end tier weapons having heal specials, so the best DPS weapon is actually 3 tiers below the "best" tier.
c) Some specials are better than others by, like, a lot. Impact > anything else for DPS, FR on crit > anything else for heal, extra armor > anything else for tanks
d) Crafting costs and availability of mats to craft heavy vs medium vs light armor.
			
				
	Edited June 29, 2015 by Elo'naa	
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From today's reddit AMA
 
We will be going more in-depth with this later on, but we have been spending time trying to make crafting a more streamlined/easily understandable process. We are also working on integrating crafted items more into the current PvE item progression, making them a much more viable means of advancement than they have been in the past.
 
and also:
 
We will be going more in-depth with this at a later date, but 1.4.0 will be launching with significant increases to crafted item potency. This ranges everywhere from leveling to raids, and will leaving crafting as a more than viable means of increasing power.
https://www.reddit.com/r/WildStar/comments/3bs10c/were_the_wildstar_class_team_ama/csp0r3b
 
OMFG!!
			
				
	Edited July 2, 2015 by Elo'naa	
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One thing I think that could seriously give crafting the shot in the arm it desperately needs is if instead of just being able to make crafted gear, crafters (armorer, weaponsmith, outfitter, and tailor) could make items that players can use that apply a special to an already owned drop item without a special.
 
 
For example - weaponsmith's can make an item  that would allow you to add impact/laceration/etc as a special on your weapon that doesn't have one. Maybe at the cost of 1 rune slot?
 
Crafting for items is always going to be a balance of 1) is it better than raid gear 2) are the mats only attainable from raids and other such functions. Most games either crafting is really good and gives end game items for less time investment than raiding, or crafting is really underpowered compared to raid gear or 3) the only decent gear made from crafting requires farming tons of raid mats. 	
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One thing I think that could seriously give crafting the shot in the arm it desperately needs is if instead of just being able to make crafted gear, crafters (armorer, weaponsmith, outfitter, and tailor) could make items that players can use that apply a special to an already owned drop item without a special.
 
 
For example - weaponsmith's can make an item  that would allow you to add impact/laceration/etc as a special on your weapon that doesn't have one. Maybe at the cost of 1 rune slot?
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			They could just allow Armourer's to "upgrade" heavy gear, Tailors light and outfitters medium, tech gadgets etc.  What an "upgrade" consists of I don't know, rune slots or stats I spose//maybe even ups the iLvL by one which makes the stats increase through runes etc and AP/SP in the new modelCrafting patterns obtained by raiding should be powerful, they are expensive to make and not everyone will get them etc.
			
				
	Edited July 3, 2015 by Charge	
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