145736-why-were-the-cloth-schematics-removed

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I'm guessing this has been discussed to death already, but could someone quickly tell this returning player about what Carbine's arguments were for doing this (if they gave any). Between all the facepalming going on trying to catch up with all the F2P changes, I got the general idea that the removal of the cloth schematics is good example of Carbine turning crafting into something as useful for your character as flair for a mount.
 
But then again, the leveling content is so ridiculously easy and boring now that crafted gear is pointless anyway, with all the interesting and challenging elites gone, no more memorable 5+ quests, world-bosses being level 50-exlusive content now, endless blue gear hand-outs, and this all while being force-fed additional free XP in every possible way as if foie-gras is made out of the livers of level 50 characters).
 
A player looking for a fun levelling experience is more likely to have it playing his character naked, than crafting your own gear (and god help if you want to be a tailor).
			
				
	Edited October 29, 2015 by Stroomschok	
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Making cloth out of the plants was never a thing, except to get the bag schematic. Bags can now be bought with gold or renown, and I think there are still some dungeon drops? Not sure about the last.
 
I haven't leveled in F2P, but supposedly they moved the elite mobs a little more out of the way, so they wouldn't suddenly jump you while you are peacefully murdering their lesser cousins in the area. Check the nooks and crannies of maps for them. Lots of 5-player content still around: all the instanced stuff, plus the Black Focus area.
 
WBs weren't really a thing for lowbies. Back then, you did them at 50 for attunement and avoided them like the plague at all other times. Now, they drop some customs and decor and are needed for some imbuements and contracts.
 
Yes, leveling is stupidly fast now if you want it to be.	
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