Weaponry is too expensive
Pretty much as it says in the title. I'm talking in terms of optimizing the skillset.
To buy a level 3 augmentation rune isn't that bad, you get the cutting or bludgeoning on top of it and it's still cheaper than say.... level 3 knuckles of magic potence. In my mind, it's fair, it only becomes an issue if you dual wield or use multiple weapons between classes or for hunting and pvp separately.
In regards to multiple weapons, the venantium magnet is horrendously expensive just to have access to the runes you've bought without destroying the weapon. It also has a long cooldown.
If you do destroy the weapon, it then needs to be remade which takes someone that has,
1. Chosen Forging as their sole mercantile skill.
2. Transcended it for optimal stats.
3. Has a forging hammer. No one wants a sub - par weapon. This makes owning a hammer essential for anyone looking to forge for something other than aesthetics. The hammer is 750 credits just to use the already transcended trade skill to it's potential.
TL;DR the issue is this,
1. The magnet feels shockingly overpriced.
2. The forging hammer makes forging very expensive and anyone that deals with weapons decaying instead of just using class skills like decay has issues with replacements.
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I don't mind weapon runes making stuff nicer, and I like that the forging hammer can make people super-forgers, but maybe the impact is too big...or FEELS too big, due to the cost and limited number of classes it applies to.
One is to remove the rune system altogether. Move the benefits from runes to stuff like... a belt, you know, regular artifact powers like "surgical" for cutting or "mastery" for augmentation.
The hammer could be dropped entirely and it's benefit just worked into the skillset. Really, if you compare the hammer to the scalpel / carving knife and other crafting items it should just be there for saving commodities. Areka's suggestion that adds to the decay duration on something is interesting but it would create an issue in the case of armour due to augments.
Teradrim still get damage off a rune I'm pretty sure and Syssin get a bit of speed? Syssin also get garotte damage on the whip. Either way it's expensive for the benefit you get, but as Moirean said, less necessary.
Praenomen get it very hard because triple afflicts are essential for PvP, you need the venom. So not only do you need a forged weapon, you need to transcend the weaponry skill on top of your class skills to PvP. Crown also becomes a bit of a must due to using balance and eq unlike DSL classes.
@Rowena - Teradrim might get some stat boost but due to scaling stats, it's not going to be noticed at all in practical effects. It's a waste of credits.
You shouldn't really be able to indefinitely loan damage stats, you can't do that with any other artifact power, they always return.
It's not something most other guilds have access to either because they don't use weapons.
It's just a case of you enjoying something otherwise detrimental that's basically a loophole anyway as long term loans of artifacts don't exist.
I don't like that a loophole that benefits one group of players is being used as justification for a painful mechanic. Weapon runes are a quality of life issue that classes that don't use weapons and invest in other artifacts for comparable benefits do not need to deal with.
Nobody had an issue with me doing this for Carni until 45 minutes ago. It clearly wasn't negatively impacting gameplay.
Making the magnet better still makes it an added expense to use something that can already be very expensive for what it is which goes back to the title,
Weaponry is too expensive.
Or as I said before make the arti you mentioned an hour cooldown so when you switch classes you can also switch the runes onto that class.. As if your say templar youd need to buy 2 sets of runes anyway.. so what should happen with them if your complainin/made this post about buying the one set or runes?
And yes im not trying to be an ass, just trying to make a point..
example
Vamp weaon - runes
You switch to carnifex
Carnifex bardiache .. if ya bored of bardiache an hour after if you dont wish to switch to a new class, you can switch to warhammer runes.
So instead of once again messing up weaonry artifact (runes) just change that 1 arti.. seems more profitable for the Game plus, better value as even the templar cooldown on mastery is an hour (from what I remember) so templars can also switch between mastery / runes as easy
The forging hammer is still an issue. Other crafting items don't make the end product better to the point you wont buy potions unless they're made by such and such with this artifact.
I'm just trying to make a point as well that yes, artifacts are an additional extra and obviously, they're going to cost. Comparably, the costs are skewed however in a way that punishes weapon classes financially more than classes that use magic potence or knuckles etc.
It's a quality of life complaint as much as a cost one.
Weaponry classes are just hard done by because of forging, weapons and runes.
It doesn't seem right that it should cost a lot more to play a weaponry class than a class that doesn't use weapons.
The hammer is fine if someone is around with one, but it limits the amount of people you can go to for effective replacement weapons unless you want to pay for a 1000 credit mercantile skill between the cost of the hammer and transcending it.
In turn, it depends on what all you are doing. You can get a non-hammered' extreme tempered weapon and rune it and be past the 180 threshold easily (175 speed + 6 from level 1 = 181, and with diminishing returns, the higher and higher speeds make less and less of a difference).
There are all sorts of limitations in things for who you can go to - from training combat, to crafting, to making equipment. Carving knives make a big difference for restocking vials, as does an active concoctionist.
I think this discussion would go better if each issue was more cleanly bulleted into its own topic rather than blurring together.
The main complaint is that due to a combination of factors weaponry classes land up being costlier than non - weaponry classes for no apparent reason.
Even within the same class, if you're playing Templar you used balanced swords for hunting and a fast sword for PvP. So you either buy two sets of runes, or the overpriced magnet, or invest in forging so you can use the weapon runes. The weapon runes, of course, being an optional extra.
The point is not that it's not worth buying, that's a personal choice, the point is that other classes with optional extras of comparable benefit don't have the same hurdles. The hurdles make it harder to take advantage of a comparable benefit to potence / knuckles etc.
Forging hammer is an issue on it's own but as I said before, no other tradeskill arti works remotely similar. You don't get better health potions or better vials. If the hammer was following the trend of other tradeskill artis it would let you forge cheaper, not better.
This is just me trying to point out a discrepancy that can negatively effect the quality of life of a group of players, predominately knights.
I have a stat rune on my warhammer which I use in bashing AND PK for DSW, then speed weapons and a damage weapon which I don't bother to rune because of diminishing returns.
Now weapon classes IN GENERAL are more expensive than others to fully equip (especially Knight with Fullplate + weapon sets for each avenue if you don't *make a choice to double up*). However, you simply do not need to rune every single weapon you own.
I do think that the magnet is painfully overpriced, especially with having two one-hand weapons and switching between say, scimitars and maces (small bludgeons benefit more from weapon runes, or in general split-focus items).