Quote:
Originally posted by Spongiform;218371
According to the dev's, the equipment should be roughly equal. They're the same item type, same level, same rarity - but they're not equal.. and it's not a tiny bit off.


The reason that the crafted one is worse is because it is silly to put +healing mod on something other than a wand, staff or focus Nuke and heal mods cost much more on any item other than those 3 item types. Compare that +heal mod Greatmaul with another T4 Greatmaul that doesn't have +heal mod on it and you'll see a similiar trend; you'll get much more out of the energy or health dust than the heal mod. If you can only add those 3 dusts to a Greatmaul, that's a whole other issue

I'd suggest modding it with a different dust; if I was to put a healing mod on that Greatmaul of Purification, it'd be just as "bad" as the T4 Greatmaul that you linked. Additionally, it isn't something that is inherently different between crafting and adventuring; heal mod on any weapon costs the exact same for both of the spheres because we use the exact same system. Most people seem to think that we use a different system while, in most instances, we use the same system. If anything, crafting has a ton of things that I would consider "broken" as an adventuring item (+6-7% meelee mitigation, anyone?!?).

The biggest difference between crafting and adventuring is that adventuring items see a lot more love because they can be hand-tweaked. Crafted items follow a set standard on what can be added to what and are, therefore, less tweakable. On the other hand, crafted items can be made with the stats preferred by the crafter or buyer.

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