Numerous forum posts lament the declined state of crafting in post-MoM LOTRO, and I sadly share that disappointment. I had some time to kill the other day - along with a couple of pints of Southhampton’s May Bock - so I settled down to pen my crafting wish list. It rapidly morphed into a monstrous wall-of-text to which no forum reader should be so thoughtlessly subjected (and I’m certain I’ve missed some things!) - so I’m posting my tome here.
I WISH…crafted gear was on-par – not the same – but comparable to the best drop/reward gear.
I WISH…crafted products had a dynamic aspect to them. Crafters are too constrained. We either produce utterly static items or, in the case of LIs, are totally subject to luck. Personally, I’d love to see total customization, but that may be beyond what’s possible in the game code.
Crafters should be able to introduce (IF they wish – it should NOT be a recipe requirement or dependency) one or more ingredients (by virtue of rarity and/or unique combination) that:
- Produce a new item stat or resist;
- Enhance an existing stat or resist;
- Enhance an existing proc (e.g., increase a weapon’s chance to stun, etc.) in the case of armor, weapons, or jewelry; or
- Add new procs, either reactive OR “castable” (e.g., morale boost, HoT, mob/enemy debuff, etc.). Anything “castable” would be of short duration with reasonably long CDs.
Luck could still play a role, in that the amount by which a stat increases or the potency of a proc is variable within a set range so as not to be game-breaking. For example, you know Rare Item X will increase Might, but you don’t know by how much until you craft – it could fall somewhere between +A and +G.
Turbine could somewhat easily do this by re-introducing the rare item drops from mobs that we used to need for crits prior to shards AND changing the drop rate to chance. Each item could yield a unique quality in crafting.
Crafters could also create rare crafting ingredients by combining unique items. Some combinations could result in new craft items with multiple benefits but of lesser value or potency than singular items (e.g., increase Might, but only between +A and +D AND increase Will, but only between +A and +D). Other combinations could result in new craft items that feature one of the more powerful benefits (e.g., a HoT proc craft item doesn’t drop – it’s ONLY the result of combining the rare ingredient that gives +Morale AND the rare ingredient that gives +Morale Reflection). Crits could either yield multiple craft items or slightly more powerful versions of the non-crits.
I WISH…radiance would be incorporated within crafting. In keeping with the idea above, it could be a completely new rare item, random world drop (i.e., you can’t farm a named, mob species, or location to get it). Even then, it could only be a crit benefit and in smaller amounts than raid gear (i.e., you couldn’t fully substitute all crafted radiance gear for instanced gear – players would have to do some instance raiding for pieces to garner sufficient radiance to participate in Watcher raids and the like).
Wishes #2 and #3 alone would VASTLY improve character/class customization, as well as having the added overall benefit of breathing some life into Eregion which is, at times, eerily empty since Moria.
I WISH…there was greater crafting interdependency. It seems a tough nut to crack given that so many players have crafting alts at this stage in the game. That said, one thing might boost interdependency:
- Allow for combinations of existing craft ingredients for a chance to yield new ingredients (upon a crit) to ENHANCE the properties of crafted, drop, and quest items as described in Recommendation #2. For instance, a Metalsmith could augment the smelting process with polished gems from a Tinker for a crit chance to yield not just multiple ingots but also a rare gem-infused ingot that might enhance armor value or increase durability or the like. A Scholar might crit rare runes while making crafting or combat scrolls that give a weapon specialization against a certain mob or enhance armor against certain types of damage. The opportunities here are almost limitless.
- Restrict the ability for such combinations to crafting guild-ONLY recipes to promote crafter interdependence.
I WISH…Turbine introduced some chance, however small, for some high quality purple, teal, yellow, etc. BoE items with totally randomized stats to drop in the world AND/OR keep the world drops as is, but allow them to be improved by crafters. This would be yet another way in which players can equip, customize, and diversify their characters and specializations. Outside of instances and raids, gear drops in LOTRO are abysmal. They have zero viability as equipped items. They are, if fact, SO bad that I’m somewhat surprised that Turbine even wastes code and database/server space on them, when all they are worth is vendor trash and even that’s debatable considering they’re not stackable and thereby consume precious inventory space.
I WISH…ALL crafted and drop items were salvageable. The components and amounts salvaged could be limited to only the basic raw materials needed to produce the item (or relative to the approximate tier value of the item in the case of drops). And in the case of crafted items, the amount of salvaged items should always be less than the amount of ingredients needed to the craft the item and NO rare or unique ingredients unless it’s a crit salvage. Even then, crit salvage should NOT be a sure bet. It should only create the chance for full material and/or rare item recovery.
Also, salvage should not be a separate skill. It should be vocation dependent. For example, a Metalsmith can’t salvage jewelry; a Tinker can’t salvage a bow, etc. But a Metalsmith can salvage a cloak. It should also be somewhat proficiency dependent. For example, the crafter should be allowed to salvage ANY tier items regardless of his or her highest tier of proficiency, BUT the success rate and volume of salvaged material should diminish relative to the difference between the tier of the item to be salvaged and the crafter’s highest tier of proficiency.
I WISH…all gear – whether crafted, drop, or reward – had a MTBF factor. It could be a fixed figure equaling the maximum durability points repaired over the life of an item (i.e., item X has 4,000 total repair points – when that total is reached, the item is no longer usable). If need be, this could be appropriately scaled by armor type (i.e., a heavy armor item has a higher total than a comparable light armor item). It could even be possible that one or more rare item drop/ingredients, as described in Wishes #2 and/or #4, could restore some MTBF points when applied to an item, thereby extending the useful life of the item.
I WISH…one of two things would occur in connection with LIs (but NOT both!):
- Crafters would be able to produce 3rd-age LIs with 3-5 legacies, with the crafter selecting 1-3 of those legacies depending upon the total legacies. For instance, the crafter could be allowed to pick 1 legacy in a 3-legacy LI, 2 legacies in a 4-legacy LI, and 3 legacies in a 5-legacy LI. Items with only 3 legacies should have higher starting tier values than items with 4 or 5 legacies. This effectively means players have a choice: fewer legacies with greater, focused potency or more legacies with lesser, but broader potency. LI crits could yield a teal 3rd-age LI (with the same DPS as regular LIs, in the case of weapons) that allow you to level them to 50…
OR…
- Keep 3rd-ageLIs as is and allow crafters to make 2nd-age LIs and 1st-age LIs. Creation of 2nd-age LIs and 1st-age LIs would depend upon two new ingredients: one for 2nd-age and one for 1st-age. These items could come from very rare, random world drops and a small chance from crit salvage of 2nd-age and 1st-age LIs. Limiting it to crit salvage compels players to carefully evaluate the choice to salvage or to deconstruct.
Even if Turbine did nothing else to improve LIs, the present total random factor needs to go and the crafter of a LI should be given some control over some legacies.












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