Tons of people are out lots of CR, CE, and mats because of this update due to reasons already stated. Tons more people have boatloads of now-useless bound items they were levelling, planning on selling.
Face it, devs. The game was played as follows: if you are a crafter, you level items to 4* and 5* for people as favors and to sell in trade chat. That is the game that was being played. Doing so was a huge investment of materials into a system already in place, and players would not have made those investments if the system did not give a return. You removed the return.
But the investment was never undone in any way. So again I say, a lot of progress was lost by a lot of players because of this update.
The crafting cost increase wasn't the most pleasant part of the patch, but I think most of the rest was good. Here's a few things I noticed though:
- Auction house is awesome thanks a bunch :D
- That training room would be a great place to test out new weapons and try different combos, but you can't switch weapons with ones in your inventory while you're in there :(
- The limitations you put on doing boss runs and basil runs makes it so that nobody wants to join parties anymore. I suggest making it so that parties lock after they've left the party staging area or the town to start going down. The terminal can also be an unlocked area, but otherwise people shouldn't go in and out of the party while they're going down. This way people joining a party won't get shafted for basil recipes or boss tokens.
- Any increase in energy costs is bound to get negative feedback, but I think this increase was too high. 3* forging and up doubled in energy cost, that's pretty harsh. A 50% or lower increase would've been more accepted.
- The crafting limitation along with the lowering of recipe prices and the addition of an auction house worked really well together good job s( ^ _ o )b