In terms of impact on the specific tradeskill, this is comparable to when strands of ether and bricks of ethereal energy can skill your tailoring and smithing up to the then maxed 250. It involves knowledge of the recipe and is dependent on mob drops off a new expansion. (I'm not counting ethereal temper / curing agent for brewing here since that does not depend on mob drops.)
(1) The Ethereal loophole can be used by every player while research can only be used by the 254ers of 4 classes.
(2) Tailoring and Smithing can make more items to unbalance the game and thus, more of a concern for the devs.
(3) The Ethereal loophole was recipe based and much quicker to correct than what research is facing now which is code-based.
(4) The Ethereal loophole was closed after many months (?? - can't remember exactly) which could be used as a guideline to how long this research glitch in code is gonna take.
Other examples:
(1) Wood Elf and Karana fletching advantage is left in even though it is recipe based.
(2) Druid tracking was broke for a long long time <---- Actually does anyone remember how that was eventually fixed?
(1) The Ethereal loophole can be used by every player while research can only be used by the 254ers of 4 classes.
(2) Tailoring and Smithing can make more items to unbalance the game and thus, more of a concern for the devs.
(3) The Ethereal loophole was recipe based and much quicker to correct than what research is facing now which is code-based.
(4) The Ethereal loophole was closed after many months (?? - can't remember exactly) which could be used as a guideline to how long this research glitch in code is gonna take.
Other examples:
(1) Wood Elf and Karana fletching advantage is left in even though it is recipe based.
(2) Druid tracking was broke for a long long time <---- Actually does anyone remember how that was eventually fixed?


Ngreth Thergn
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