Hahaha... Thats rich coming from someone who does exactly the same.svayvti wrote:Sorry you can't see it Shrike, but nerfing now prevents new Foragers from even remotely getting the kind of xp I did to level up. You'll especially see this in the new patch with levels 50-100. If you really aren't concerned with others levels like you say they are, why would you constantly post about it in both american and european forums? You seem to be the only one who doesn't see it.
Guess what, I lvled up to lvl 115 without using mat spec at all. And I still advanced in it FAR faster than in my crafting tree. "cannot keep up", yeah, right....
You seem to have the impression that the 3k for each foraging was normal. It's not.
Thank you fo showing that you have no clue about quartered mats - there is as much variation with the as with foraged ones.Fighters/Mages get materials as supplemental. An extra bonus and reward, not as their purpose. That is simply the difference, the purpose of a Forager is to get mats. Why the difference? to make them something unique and to let it have some purpose. If they'd really wanted to make it balanced then there would be more variety of bonuses on quartered mats, they've got very few. When you get up to supreme grade of anything, it matters a lot less anyways.
And to repeat myself for your ignoring pleasure:
Since you seem to be the opinion that it should be please answer me why nevrax thought it a good idea to divide the different mat boni between quartered and foraged mats. Or ignore that issue like before....
Righty-o. Let me see. where am I? Ah, yes, in the prime roots, the most dangerous area to harvest. Do I have a escort? No, doing just fine without it, thank you.In many cases Foragers already do, too much in fact.
Sure, some spots are so camped that one cannot access them - but you don't have only *one* spot for a mat. Harvesters who think they need escort need to search more or switch the area.
Again something alrerady said for your ignoring pleasure:No, what I think you really want is to eliminate the need for foragers entirely.
Also, when you look at the stats it's pretty obvious that the devs originally meant the let mob & harvested mats to coexist with each other. For example, there exist no mobmats with damageboni and there exist no foraged mats with speedboni. Similar, there exist no mobmats with casting speed boni, nor are there foraged mats with spell power boni. And so on....
This alone pretty much guarantees that foragers will never die out. Even if you could get the same qual mats from both professions you would need a mix of quartered and foraged mats to make the best stuff.
Also, at lvls 1-50 you pretty much have balance between mob & foraged mats qualitywise, and guess what - foraged mats are still in high demand there.
100% the same opinion here.jdiegel wrote:Ok, first, just because I didn't comment in your favor doesn't me I agreed with everyone discussing the other side of the coin up until the point that I commented. We may actually be arguing with different people.
So, first, I have never advocated allowing fighters/mages to completely bypass the need for foragers. I see a circle. Foragers depend on fighters. Fighter/Mages depend on crafters. Crafters depend on Foragers.
Now, my problem lies in that nobody seems to want to depend on fighters/mages, for the most part, except for other fighters/mages. To what end? You Forager for materials and levels. The Crafter crafts for the items created and levels. I fight for levels and...?!? So, since I see Foragers complaining about mob spawns on their sources and how that's not right, blah, blah, blah. Fine, you remove me from the circle then so you can forage with little risk. That means I have to find somewhere else in the circle. Since Foragers don't need me then that means I have to find a way for the Crafters to need me and, if that is the case, I would rather it be for something different than grinding materials.