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Remove crafting time when prof rework is done

Discussion in 'General Suggestions' started by culpitisn'taword, Jul 9, 2026 at 5:01 PM.

  1. culpitisn'taword

    culpitisn'taword Famous Adventurer

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    I'm not sure why crafting items has a 5 second timer. Gathering is the time activity; crafting is based on resources, so it shouldn't include time-based elements. Either have the timer be 1 second, have it be a double-click to create an item, or just don't have any time limits at all.
     
  2. Melkor

    Melkor The dark enemy of the world

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    I like the idea of a short timer so that if you misclick you have a second to cancel it, but having to wait multiple seconds while mass producing random garbage items is so annoying.

    Tbh, crafting needs a rework more than gathering; leveling a stat by producing a pile of waste is fundamentally unfulfilling and I'd hope that if they do rework it, they fix that issue. If there was a 5 second timer but I didn't have to sit through it a few thousand times to make literal garbage I'm going to throw away as soon as the crafting is done, I would kind it far less.
     
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  3. culpitisn'taword

    culpitisn'taword Famous Adventurer

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    I don't have a source for it, but for many years I've been under the impression that some CT said at some point that professions were intentionally made to be grindy and time-consuming to hold endgame players' attention. It would explain a lot about the system.

    I considered mentioning my long-held belief that the XP requirements should be massively dropped and that would fix like 80% of the problem with profs in this thread, but figured it's been mentioned enough.
     
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  4. Elytry

    Elytry Not Passive Only Aggressive

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    Imagine if you got crafting experience based on actually crafting cool items.
    Obviously it would be hard, but ingredient variance, all quality, and variance in stats to the last craft.
    You'd have lower experience requirements+ high xp gains from well-made, so crafting would be a system that rewards you levelling it up as you go (gathering would have to be fixed in some manner) and making items that are useful to you (like when you want a low-level air damage % ring or something niche, because right now as far as I know crafting isnt used except when one wants something mythic level in power) and I think that would work much better.
     
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  5. Melkor

    Melkor The dark enemy of the world

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    Yeah, I feel like the level system just doesn't work the way it is; people only care about it at an endgame level, which means putting out 120ish levels of useless items. It also means that if you want it to be relevant in your playthrough you have to do tons of grinding to make sure your crafting level is the same as your combat level, which is the exact reason I have up on every crafted class I've ever tried. It'd be cool if your crafting level didn't change the level of the item you made but the quality, as I've seen suggested. Make crafting actually worth doing without needing to invest dozens of hours first. The grind should be to enhance your ability, not to unlock it.
     
  6. culpitisn'taword

    culpitisn'taword Famous Adventurer

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    What if Craftsmen substituted their combat level for all of their profession levels...
     
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