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Thoughts on the new update

27 replies [Last post]
Tue, 11/23/2010 - 02:43
cyclohexane
Legacy Username

Might make it easier if we all post our thoughts in one thread.

I'll start with mine from the few minutes I played before bed (its 4am O.O).

Well with the armor I have (2/3 stars after update) emberlight and below is pretty difficult/impossible which from reading Nick's post I understand is the intention and I'm okay with that until I find some better armor.

Moorcraft Manor and below seems overly easy. I kill most things with 1 hit using my level 10 spur, even those super symbiosed lichens. The only difficult thing is those crazy rainbow chromalisks. It takes me almost nine hits to make them go pop, I'm not sure if this is related to how it took me an obscene number in the gates below emberlight as well, maybe whatever was tweaked made them super powered?

Tomorrow (or the day after if homework doesn't eat me) I'll try to do an entire run from haven to the core (if the serpent gate doesn't disappear, if it does I'll do as much as I can) and try to compare the damage my sword does to each type of monster and each setting as well as the general difficulty my party faced.

Tue, 11/23/2010 - 08:13
#1
Magnonite's picture
Magnonite
Those gray worfs are freaking

Those gray worfs are freaking tuff, im using Firebreak set now and some hits costs me 5 bars oO

Tue, 11/23/2010 - 09:49
#2
Evolution
Legacy Username
Kleptolisk and higher version

Kleptolisk and higher version of the Chromalisk intend to appear at Mooncroft levels. This should be changed, or tweaked definitely. They hit through a fully-charged lvl9 2 star shield in 1 hit and take away 6-7 bars without problem. Very though to kill aswell.

Tue, 11/23/2010 - 10:11
#3
Boswick's picture
Boswick
Developer
Thanks for the useful feedback, guys.

Thanks for the useful feedback, guys. Just so everybody knows, to be most helpful with your feedback, try to include:

  • The depth at which you were playing
  • What kind of monster was giving you difficulty.
  • If the monster was doing too much damage to you, tell us what kind of helmet, armor, and shield you had equipped.
  • If you weren't doing enough damage to the monster, tell us what kind of weapons you were using against it.

The more specific your information is, the more useful it will be to us. In some instances, it might just be that we incorrectly entered data into one of the monster configs, but it might also be that the overall scale itself needs some tweaking. Either way, your feedback is invaluable for helping us ferret it all out.

Tue, 11/23/2010 - 10:13
#4
Kharnor
Legacy Username
After attempting a few

After attempting a few emberlight runs, I can say that I definitely like the direction this update took. The game feels challenging again. There are a few things that need tweaking, though.

Health pills still only heal 3/6 health, which means they have been indirectly nerfed because this could be a much smaller percentage of your health than before. Perhaps larger types of healing pills could spawn below ember?

Hearts are slightly more plentiful as monsters can drop several, but it still isn't enough to keep up with the increased damage. Thus the focus of the game seems to have shifted away from fighting and more towards evading; you need to get hit very few times in order to survive a level because you just won't be able to get that health back. I would prefer the game to be more lenient in this regard. If I have the right armour, my healing should be able to keep up with the normal wear and tear of a few wolver bites. I should be able to focus on evading things I don't have protection for - so the stratgy in choosing equipment is in deciding what I want to evade, and what I want to go toe-to-toe with. The new armour system makes this type of gameplay possible, it just needs tweaking.

Tue, 11/23/2010 - 10:32
#5
Magnonite's picture
Magnonite
I am using the following

I am using the following items

Firebreak Helm, Amor and Shield lvl 10 - 2 stars*
Spur lvl 9 - 2 stars*
Blaster lvl 10 - 2 stars*

*2-3 star gear for Tier 2 - Tier 2 is sub-town 1 to sub-town 2 (depth 9-17)

My damages are fine, but their damages is too high i guess, my normal defense jump from 80 to 122 with the new patch, but some of my elemental defenses had decreased, don't know if that's the reason but, losing 5 bars in one gray wolf's attack is too much i guess; they are more clever now, i like that, more challenge, don't change that!

Tue, 11/23/2010 - 11:06
#6
Kaybol
Legacy Username
This

(Kharnor) the strategy in choosing equipment is in deciding what I want to evade, and what I want to go toe-to-toe with

*whole-heartedly agrees*

Tue, 11/23/2010 - 13:41
#7
Wuvvums's picture
Wuvvums
Question: have they increased

Question: have they increased the rate of which the drake scales dropped? Right now everything feels nerfed, and for the first time ever I got a drake scale only to find out that they doubled the cost for the drake scale pieces. I'm not going to overly elaborate, but things feel more tedious than challenging at times.

Also the new health canisters should have their collision removed. They drop frequently so they sorta clutter places and get in the way. They shouldn't get in your way.

Tue, 11/23/2010 - 13:52
#8
Cien_Tao
Legacy Username
let's go...typing time

>pros till now that i found:
-Chalenging: yes, it looks like the monsters are more inteligent now;
-Vitapods: good way to distibue the life max between players, so players just joining at the middle will not be a problem.
-Some equipment balancing: till now, i liked some parts of the balancing, specially the part where swords really do a lot more damage now.
-helmets giving health, and armor giving more health.
-monsters hit with melled from behind a wall if a normal shot would pass through it...kinda the thing: want to trap it behind a wall? just remember to stay away from the wall.

>cons till now:
-Damage: it's a lot...really...too much..it's umbearable as it is now, even the damage without armor resist (using firebreak armor 9 heat complete set, including shield, against zombies at depth 20). I know that you want to people to make good matchups for some equips, but, at least, give some small defence bonus apart from the 2 main ones, based at the heat level of the equip...not too much, but enough to complement another piece.
-Vitapods: really, making a way to grab them without the atk button would be great, mainly because, at the heat of the battle, when you are fighting, and the next hit decides if you will spend your energy in another level, or to revive yourself, and using this very moment to pick a vitapod...i cryed when i died this way...
-Alchemer balancing: for me, you can reduce it damage, and reduce the chance that it will cause t stats, i don't care, but, please, don't remove the bullet ricochet! T.T...it was really sad when i shot..and didn't saw that bullet ricocheting from wall to wall...I understand now that the status effects are activated more usually, and was for this that i bought at first glance. But, after palying a little with the old alchemer, the fire status passed to be a second for me, and i was more happy in seeing my shots ricocheting wall to wall, hitting a lot of monster in a crowded area. If you don't want to put ricochet back to alchemers, at least make a serie of guns, maybe starting from 3* and going up, that have the only hability of ricocheting shots 2 times...
-heart drops: as said before, they simply don't top with the new vitapod system. Before, when you had a lot of life, and was at the last health, it was a strugle to cut every single grass to find a heart...and you would need to hope really hard that a heart could fall from a monster, so you didn't had to use energy to revive at the end of the level, at the last room.
-tiers: i understand that making such tiers is good for our balancing, but, making so tier 3 is for 4* and 5*....it's really something that i don't understand at all. When is the first time you can get a 4* equip? at emberlight, yes, but, what equip it is? a bomb...not really usefull to stop enemy attacks from tearing your flesh (?). I would suggest that, untiill the first lift at emberlight, it would be treated as a slightly harder tier2, but still not tier 3, because is at those lifts that players can buy some 4* recipes to top up themselves. i say this because i wasn't able to pass even the secnd room of depth 20..and i'm quite used in evading green kats and zombies attacks in a huge room. This render pwople impossible to get the tier 3 itens..because they can only get them inside tier 3 gates. Also, when someone do get a recipe now, it will need to strugle witha weaker weapon, because the 4* equip is weaker then a 3* lvl 10, what makes so that you need to go back so you can advance again. One could substitute, for example, a weapon for another, and use only a third one to level the one that he desires to level, but this would render the people unable to fight well enough, because they would be stuck in a ranged fight only wwith a sword, or in a close fight only with a gun...i would firstly suggest a reduction in prices of the upgrades, or simply remove the weapon upgrade, and put another upgrade in it place: one could go with 4 weapons at a time inside a dungeon, but he could buy an upgrade (costly), that lets him change weapons mid a dungeon (only weapons)...at least for now...

and i think that it is, more things, i edit this very topic.

Tue, 11/23/2010 - 13:58
#9
Ready's picture
Ready
shield

below moorcraft, above emberlight (sorry, didn't think to track exact levels, and now I'm out of energy.)

My stats show no elemental or shadow protection. I have a complete skelli shield equipped that says it is good protection against shadow.

Found a merchant selling recipes at what seemed low prices (scarlet shield (3 star) recipe for 250)

Killing gun puppies mk II more difficult than it should when I was using a Cryotech Mk II gun, have to hit them loads of times vs just a couple pre update. Maybe it was too easy before but it seems to hard now with that gun - I can still take them out with the troika in a couple of hits - i would just expect the fancy ice gun to do well against something that shoots fire.

Wolvers seem like the are too damaging. (Like the new attack pattern though)

Throwing vials at gremlims seems to go over there head when I tried. They also seem to not get knocked down any more (or it's a lot harder) even with the level 10 troika

Wed, 11/24/2010 - 00:08
#10
kojiden
Legacy Username
Note: THIS IS PLAYING IN

Note: THIS IS PLAYING BELOW MOORCRAFT MANOR ALL CAPS TO SHOW THIS.

Overall I like the new changes, but it seemed like you went from one extreme to the other.

1. Instead of having most armors have 2 defense types, make them have 3. That way it's not as strong as 4, but not as weak as 2.

2. OMGWTF GRAY WOLVES. There was one level that was filled with Gray Wolves and there was even a boss one that increased all their attack. We got wiped so bad. They're probably harder than the shield gremlins. Wolves' Den is almost impossible. We had to beat it by just running and skipping all the wolves.

3. Speaking of which, why are there shield gremlins in Moorcraft? They're super annoying.

4. The new Vitapod system is awesome but currently broken. It gives way too much health. By around the 3rd or 4th level I already had a +10 health vitapod, and a couple levels after got a +16 health vitapod. This makes any health bonus you get from equipment pointless as you'll reach the max health without it. You should be more conservative with how much life the vitapods give. A normal vitapod should NEVER give 18 health. Even 10 is a lot.

5. I really like how some monsters can drop 2 hearts. However on grass levels where you can get hearts from grass, sometimes there can be hearts all over the place.

6. Before shields were slightly too strong. Now they're too weak. They break just after a couple hits. The fact that you nerfed overall defense AND shields makes using shields almost pointless and they'll just break really fast. Please make shields a bit stronger.

Tue, 11/23/2010 - 16:35
#11
Pauling's picture
Pauling
Rock Shield, meet Paper Tiger

Agreed on the shields- my Swiftstrike Buckler (with good defense against all types of damage) just got shattered on a level out of Haven, by what I think was a total of 2 hits- from a blue-shot blast from a giant blue ghost and (maybe) a hit from a zombie.

On the other hand, my vile striker now has the ability to one-shot almost any monster on the run from Haven to the first terminal. Given that we'll all soon be running back to moorcroft frequently rather than face tier 3, that means I'll be forced to do weekly runs through an absurdly unchallenging set of levels (Haven --> Moorcroft) to regenerate my travel pass and play the levels I want. Which is upsetting.

EDIT: I know this is a random place to put this, but the tier system, as currently designed, faces the major problem that SK is trying to be a level-oriented game, without levels. Might I propose making tier 1 the "fun" tier? For example, I'd love to see a new set of sword-in-the-stone levels where players in this tier could experiment with gameplay, by choosing one weapon from a randomly chosen set (which could include high-level weapons/armor they don't actually own). That would allow everyone to participate in tier 1 on an equal footing and face more challenging monsters, without being penalized with a weekly "haven tax" of playing levels that are far too easy.

Basically, Haven is appropriate for people who are just starting to play, with lowest-level weapons. But currently, everyone is required to play. Make tier 1 about fun, and tier 2 an everyday adventuring hub that scales to meet the needs of serious players.

Also, an easier solution to implement: elevator rides going UP (to haven or moorcroft) should be free; only rides DOWN should require a travel pass / crowns.

Tue, 11/23/2010 - 17:45
#12
Nick's picture
Nick
Developer
Great feedback so far

Great feedback so far everyone, please keep it up!

We're going to probably do another release tonight. In order to get accurate feedback I've added a great many more items to the Haven Bazaar. You should have no trouble being properly equipped for each tier (save the very bottom), so please let us know what you think.

Tue, 11/23/2010 - 17:51
#13
Sadiekate's picture
Sadiekate
The Deadly Virulisk seems to

The Deadly Virulisk seems to be quite forceful, even though it only appears to do red damage. It is hitting me for 5 bars of health per attack.

Depth: 10
Equipment: Emberbreak Helm (Level 9) + Skelly Suit (Level 3) + Jelly Band (Level 1)
Defense totals: Normal 64, Piercing 6, Elemental 28, Shadow 53

Tue, 11/23/2010 - 18:32
#14
Pauling's picture
Pauling
Gun along, little doggie

Above, a point is made about the toughness of the gun puppies. This bears repeating, for 2 reasons:

1. Gun puppies are often found on pedestals, where they can only be reached with guns. (Or by carrying pots over and throwing them one by one, which is a much more tedious process)
2. Gun puppies are often found on pedestals... which means that once they are killed, you don't get the item drops from fighting them. But given the bullet spread attack, it's very much recommended that they be destroyed before walking through a path full of the little guys.

Together, this makes gun puppies dangerous to avoid, but slow, tedious, and unrewarding to fight... their previous killability with guns was desirable, as a way to make the fight go at a reasonable pace.

(As perhaps the only enemy that is often completely safe from swords or bombs, I suppose they really are a special case)

EDIT: Also, I can't help but notice that each type of armor protects against 2 types of damage- but there are only two types of gear that can be worn (Helm +Armor); shields only provide protection when active.

The result is that there's almost always going to be one type of damage that the player is completely and totally unprotected from. And since levels are randomly generated, we're likely to encounter all types during the course of a run.

Because of that, I'd definitely second the suggestion that we be allowed to change armor more often. Otherwise, no amount of mixing and matching will provide us with the protection we need against a diverse array of foes.

Tue, 11/23/2010 - 18:30
#15
Saphykun's picture
Saphykun
To add to Skaf's point

In addition to the amount of damage done, it seems to have a pretty high defense. Its attacks are difficult to avoid since it can attack you in an arc. I'm surprised that Deadly Virulisks pose more of a threat than a group of Drouls. The current strength of the Deadly Virulisk between Moorcroft and Emberlight might be more suitable below Emberlight.

Of course, we could all say that I also suck in the game, as before the rebalancing I never reached the Core X'D

Location: Concrete Jungle, Blight Boulevard
I'm running around with:

Spur (Level 10)
Voltech Alchemer (Level 10)
Freezing Vaporizer (Level 4)
Firebreak Helm (Level 9)
Emberbreak Armor (Level 9)
Rock Jelly Shield (Level 3)

Tue, 11/23/2010 - 19:37
#16
Cien_Tao
Legacy Username
for now...some things where fixed, as i've seen

now i will not complain about vitapods, monster health (but it will depend on its dificult level, from chalenging to impossible), lack of itens (for now @.@), and heart drops..also, for now...

But i still think that something could be done, mostly, with these things:
-I get the same amount rate of minerals in haven as i get in emberlight...so, if we could get more in ember...just a little...would be fine with me
-after the balancing, where monsters became really more chalenging, the reward could reflect this new chalenge, as making a readjust in the drops of higher tier monsters, a little tweek only (if you got 10k from a ember>core run, now you would get 12k, and if you got 5k from manor>ember, you would get 6k...something like this, is just a ssuggestion anyway).
-bombs of mass dps destruction *¬* (alright, alright...just a bomb that stays exploding for more or less 3 seconds is good ^_^)
....
...
...
...
...

Keep up the good work, i know that you are doing your better, and i know that sometimes i see wrong in the right and wrong in nothing at all.

Tue, 11/23/2010 - 19:39
#17
Boswick's picture
Boswick
Developer
Deadly indeed!

The Deadly Virulisk should really only be showing up at depth 20 and lower, definitely not depth 10! A change went in tonight that will hopefully fix such craziness.

Tue, 11/23/2010 - 22:17
#18
Wuvvums's picture
Wuvvums
By the way, I've noticed that

By the way, I've noticed that the spikes stop hurting you in the dungeons. I think the same goes for bombs. I'm guessing that's a bug?

Wed, 11/24/2010 - 15:21
#19
Merethif's picture
Merethif
I've just strated playing SK

I've just strated playing SK last Monday. During first week I have learned* how to do solo run from Haven to the first crossroads after Moorcroft Manor without reviving (with Scale helm, Scale armour, Scale shield, Brandish and Blaster).
After recent update I'm still able to do this with my brand new Magic hood and Magic cloak (both purchased after the update). And probably I could make it further to Emberlight just haven't got enough energy (will try today).
I really like how my equipment got changed. Brandish is much more useful now. Blaster is a bit worse but I think that ranged weapons should be less powerful after all. Needless to say this update forced me to change my tactics in many cases. I think with given equipment and expierince (less then two weeks of non-hardcore playing) the floors after Moorcroft Manor are still doable for me, while they're remain chalenging enough to be fun. So overall I must admit I like new update. Here's some more detailed notes:

Likes
- Equipment rebalancing - especially stronger swords (I'm mostly use "hit and run" strategy with ranged weapon but anyway).
- Different armors have different damage resistance - cool, no more The Best Armor for Boastful Been There, Seen That Seerious Harcore Players.
- Lower energy cost for crafting! Two thumbs up - I can craft new equipment and stiil I'm able to do some short loot run for test new item the same day
- New vitapods - much better health distribution during team plays (not being social batterfly I mainly play solo but anyway)

Don't likes
- New vitapods blocking movemant
- New vitapods interfare attacks - many times I got hit only because of this. I failed to interrupt enemy's attack only because there where vitapod standing nearby.
- Too many vitapods per level. I'm know I'm playing solo, but even with a team of four there would be too much of them in my opinion.

Hates
- Oversaturated clumps of grass in Overgrown Path and Lichenous Lair. Looks very out of place.

* I've learnd how to use shield and counter-strike, how to lure single foe out of fray and kill them all one by one this way in remote part of dungeon. I've learned when to dodge, when to berserk and when to run. I've learned about nature of monsters and why I should eliminate Pit Bosses first.

Thu, 11/25/2010 - 13:36
#20
kojiden
Legacy Username
THIS IS BELOW EMBERLIGHT. 1.

THIS IS BELOW EMBERLIGHT.

1. I finally figured out how the health system works. You have 40 health you can get up to, but when your team mates have over 20 it looks like they still have 20. This is a problem. The health bars need to be reworked to make it less confusing.

2. Big hearts are cool.

3. Emberlight is too hard. Before with the same equipment I could go through emberlight without wanting to pull my hair out. Now every level below emberlight makes me want to pull my hair out. Enemies that were easy before (like skeletons) now roflstomp me. They take me out in only a few hits. It doesn't help that my gear seems weaker and that shields are worse. Going into melee range is suicide and they nerfed my gun to make it do less damage. This results in encounters that would normally take a minute or 2 instead now take 10 minutes long. I would really, REALLY hate too see what it would be like in the fire citadel levels. Would probably be impossible.

4. OMGWTF VINES.

5. Overall I'm not liking the "you have more max health but take more damage" system. It makes the game extremely difficult when you're low on life.

6. Why do rock jellies move so fast now? I thought they were made out of rock.

Wed, 11/24/2010 - 17:42
#21
King-Tinkinzar's picture
King-Tinkinzar
I AM LOVING THE MECHA

I AM LOVING THE MECHA KNIGHTS!!!!!!!!

Thu, 11/25/2010 - 12:38
#22
BehindCurtai
Legacy Username
Shields and spikes ...

So one thing I noticed with the new update.

I have a jelly shield. When on and walking over spikes, it "tink"s more frequently -- sounds like twice as often -- but takes less damage per "tink". It still survives.

I think the "more frequent, less per" idea is good.

===

Side note: Why can't I walk faster trying to leave bramble or spikes? Lag seems to get me deep inside them :-).

Fri, 11/26/2010 - 12:37
#23
Pauling's picture
Pauling
Meditations on a solo run

In a (long, painful, and luck-filled) solo run in emberlight earlier, I made it halfway through the last level before the terminal, and then died gloriously at the hands of a few gremlins. A total of 3 revives were involved in the entire run, so here are some observations about the new changes to enemy balancing:

1. Gun puppies have more HP. A LOT more. I used to be able to kill them with 1 charged shot from a MK II alchemer (150 HP); it now takes 7 charged shots (102 HP each) to kill a gun puppy MK II 2 levels out of emberlight. Trying to distract them for a partymate with a sword proved suicidal in a previous run; given the importance of guns, 700 HP per gun puppy makes for a slow and tedious fight. Especially since they are sometimes found on pedestals, where guns are the only option.

2. Shield gremlins are tougher, and they seem to scale their healing with level. I saw them take pills to heal ~450 HP, and then ~467 HP: a very significant increase over their previous healing abilities (a fixed 120 HP).

3. I like the new animation on the "energy dome" cast by gremlin healers- it does a good job of conveying when the shield is weakening. Allowing my attacks to do 5-6 damage per swing also made the "invincible shield dome" feel less cheap; thanks for that.

3. While wearing 4* virulisk armor and a 2* skelly helm, it became apparent that the levels were balanced under the assumption that you would never, EVER be hit. 2 hits from a gremlin was enough to leave me dying and/or dead. The other enemies were similarly brutal; it really does look like HP and weapons were balanced on the assumption that you'd be able to dodge almost everything. (My jelly shield was similarly bad- 1 of the bullets from a gun puppy was enough to turn it yellow. So again, the levels were balanced with extreme dodging in mind)

4. 3.5 levels into emberlight, I did not encounter a *single* vitapod (aside from the freebie at the terminal). Fortunately, I did encounter lots of heart drops- the new multi-healing hearts are a great addition.

5. Ironwood is now dropping, from the new enhanced lumber fellows. And incidentally, I'm heartily amused by the image of trees carrying axes; it's delightfully silly.

6. Flamethrower gremlins no longer lag my computer; the new "low quality" graphics tweaks are doing a great job of improving performance.

7. I'm all for healer gremlins being able to defend themselves, but their magic missile attack is seriously powerful- on the order of 1/3 my HP gone in a single shot. Compare that to silkwings and yesmen (which heal less, and never attack at all): gremlin healers remain an anomaly. I've seen levels where I had to face 2-3 at once, repeatedly: I consider these to be among the most dangerous levels in the game.

Fri, 11/26/2010 - 13:40
#24
kojiden
Legacy Username
BELOW EMBERLIGHT Last time i

BELOW EMBERLIGHT

Last time i had been playing I was using a Spur which was the weapon I was using before the rebalance and things were really hard. Now I'm using a Khorovod and now things are (with some exceptions) super easy again. My Khorovod does over 300 damage a hit and the charge attack does over 500 damage. Gray wolves die in 2 hits.

Fri, 11/26/2010 - 14:34
#25
Blackhawke
Legacy Username
My thoughts Sub-Ember gates

First of all, i've found that the only weapon good enough to help you survive is the Khorovod. The Knock-back effect that comes with it is just super useful, and the huge damage (300+ normal, 500+ charge) help killed the monsters with the epic hp . it would be great if The shields aren't so fragile, then a Vile Striker/spur/winmillion+Shield combo would be more feasible, but for now it's just useless (or at least not much good).

Secondly, the new PvP system + The Haven NPC shops creates an economy with big demand for crowns. This led to the changes in the Energy Exchange (lower energy buy and sell prices) which enabled free players to get extra energy, on the condition they have enough crowns to buy them. Here's where the problem comes in. My party and I did a sub-ember run, all the way to core. I started solo from Ember to depth 22, so i made the most money. Total crowns gained was only about 7-8k crowns. Taking into consideration the amount of energy spent (70 energy spent on 3 revives + 10 energy gate costs) it's just not worth the time to actually go run gates anymore, unless you're using mist energy. spending 150 energy only to gain enough crowns to buy 100 energy doesn't sound at all good to me.

Fri, 11/26/2010 - 19:48
#26
Pauling's picture
Pauling
I finally found something that didn't change!

For anyone who is wondering: we made it to the core just now. And nothing was really changed in the last update- we got a ton of vials, some heat and coins (not much), scrap metal, and an iron gear. And that's pretty much it.

I wasn't expecting anything new- especially given all the amazing work elsewhere- but thought I'd save people the cost of trying to visit just yet. :)

Sat, 11/27/2010 - 17:09
#27
BehindCurtai
Legacy Username
> So I'm just confused as a

> So I'm just confused as a player. I don't know if this will be standard in live, or really what the point is of ANY of the lower level crafting. As again now we have the problem of crafting being far more difficult and tiresome in order to get a reward that can be easily obtained with crowns.

We've been told that having lots of items for purchase is temporary, for us to see what works and what's broken.

It's also a great crown sink -- notice how energy has gotten cheap :-)

Yea, I've noticed problems with the crafting recipes, and I send in bug reports on every "broken" (a 2 star item needing three-star drops?) recipe I see.

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