It's hard for me to vocalize my thoughts on this, mostly because they're not all that clear even to me. This is somewhat stream-of-consciousness, edited a little for legibility. I'm not going to vote, just because I'm not sure my feelings can be summarized in one sentence, let alone one vote.
Each person's stance on the Mastery AA depends on how what they consider the purpose of the AA to be. Are they meant to be a substitute for high skill, allowing those who grind exp to achieve parity with those who grind a tradeskill? Are they designed to make skilling up easier by reducing fails? Are they meant to enhance the abilities of the very top tradeskillers by increasing their success rates even more? All of these are valid views, and all have been true at one point or another.
When JCM was first introduced with Luclin, it was clearly a success rate booster at all skill levels -- the cap on JC was still 250, and plenty of valuable items had trivials way over that. I forget when poison and alchemy mastery were introduced, but again, they both had a profound effect on their respective tradeskills, particularly when Omens introduced the tradeskilled augs.
Omens came out a few years later, introducing the other masteries. Again, they were a huge boost across the board. They would help when skilling up by reducing fails, and they helped the high end by wasting less supplies on fails. At this time, there were still plenty of quality items with a 50%-ish success rate before mastery, so it had a huge benefit even for the high end tradeskiller who had their raw skill maxed.
When DoN came out, skill levels went up to 300, and the value of the masteries dropped a bunch on existing recipes. At the same time, the success caps were introduced, which killed the benefit of either the mastery or the extra skill on the key new recipes (GM armors) and old recipes (Omens augments) which had previously benefitted from the masteries. (That is to say, a player would benefit from having either mastery or high skill, but would get no benefit from one if he already had the other.) This was a fundamental shift in how masteries were perceived. They were no longer a way to boost your success beyond mere skill; instead, they became an *alternative* to high skill. Naturally, tradeskillers of all stripes protested vigorously.
After DoN, several new recipes came out that benefitted from both mastery and high skill again, but these are few and far between. Ngreth has stated that he plans to introduce more goodies in the future that would also benefit from both.
I don't really see a problem with masteries. There is already a mechanism for preventing too many of an item entering the world; it's called the trivial. I have no problem with very high trivial items. I do have a problem with a mechanism that renders high skill pointless on an entire tier of top-end combines.
I guess, in a sense, removing both mastery and success caps would neatly solve the problem. It would set skill as the sole arbiter of the success chance. Perhaps they could be replaced with a new AA that sets a minimum chance to succeed, at 15%, 25%, and 35%, or something like that.
Each person's stance on the Mastery AA depends on how what they consider the purpose of the AA to be. Are they meant to be a substitute for high skill, allowing those who grind exp to achieve parity with those who grind a tradeskill? Are they designed to make skilling up easier by reducing fails? Are they meant to enhance the abilities of the very top tradeskillers by increasing their success rates even more? All of these are valid views, and all have been true at one point or another.
When JCM was first introduced with Luclin, it was clearly a success rate booster at all skill levels -- the cap on JC was still 250, and plenty of valuable items had trivials way over that. I forget when poison and alchemy mastery were introduced, but again, they both had a profound effect on their respective tradeskills, particularly when Omens introduced the tradeskilled augs.
Omens came out a few years later, introducing the other masteries. Again, they were a huge boost across the board. They would help when skilling up by reducing fails, and they helped the high end by wasting less supplies on fails. At this time, there were still plenty of quality items with a 50%-ish success rate before mastery, so it had a huge benefit even for the high end tradeskiller who had their raw skill maxed.
When DoN came out, skill levels went up to 300, and the value of the masteries dropped a bunch on existing recipes. At the same time, the success caps were introduced, which killed the benefit of either the mastery or the extra skill on the key new recipes (GM armors) and old recipes (Omens augments) which had previously benefitted from the masteries. (That is to say, a player would benefit from having either mastery or high skill, but would get no benefit from one if he already had the other.) This was a fundamental shift in how masteries were perceived. They were no longer a way to boost your success beyond mere skill; instead, they became an *alternative* to high skill. Naturally, tradeskillers of all stripes protested vigorously.
After DoN, several new recipes came out that benefitted from both mastery and high skill again, but these are few and far between. Ngreth has stated that he plans to introduce more goodies in the future that would also benefit from both.
I don't really see a problem with masteries. There is already a mechanism for preventing too many of an item entering the world; it's called the trivial. I have no problem with very high trivial items. I do have a problem with a mechanism that renders high skill pointless on an entire tier of top-end combines.
I guess, in a sense, removing both mastery and success caps would neatly solve the problem. It would set skill as the sole arbiter of the success chance. Perhaps they could be replaced with a new AA that sets a minimum chance to succeed, at 15%, 25%, and 35%, or something like that.
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