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As MO2 is an evolution of MO1, there are a couple of material lore primaries that are left out of place with the games evolution. Those two lores are Scales and Textiles. At the start of MO1, there was really no way to wear armor made of heavier materials without experiencing a significant disadvantage on the battlefield. Everyone had to make armor out of scales or soft textiles like silk. With these materials being the default choice for any player to use, they were locked behind primary trees as to restrict their availability to all professions. As the game has evolved, heavier armor has become viable and easier to obtain. The advantage that scales and silks once had has eroded over time as there lower protection values availability has discouraged wide scale use. It is with this short history that I recommend changes to these skills.
Recommended Changes
Scales
Transition from Primary Skill to Secondary Skill
Textile Lore
Remove Skill
Place Cotton Lore under Botany -> Malvaceae
Place Silk Lores under Arthropod Produce Lore
Ironsilk
Bloodsilk
Silk
Zoology
Remove Honey and Beeswax lore from under Arthropod lore. Having the lore skills under the zoology tree makes absolutely zero sense as it already exist under Material Lore.
Future Changes
In the future animals will be dropping the raw materials of a given substance. For example, pigs will be dropping Raw Fullgrain Leather that will be processed into Fullgrain Leather. In addition there will be the requirement to use a Bronze, Silver, or Gold tier skinning knife to butcher in the field. With these future changes I propose additional skills be added.
Extraction - Secondary
Material Processing - Primary
Tanning - Secondary
Fiber Weaving - Secondary
Add raw lores under their respective categories.
Skinning Knife SV has yet to disclose how the new skinning knifes will work or how much they cost, etc. My desired usage is below.
Skinning knife will exclude boss drop materials like Bloodsilk, Ivory Hide, Ironfur, Dragon Materials, etc.
As MO2 is an evolution of MO1, there are a couple of material lore primaries that are left out of place with the games evolution. Those two lores are Scales and Textiles. At the start of MO1, there was really no way to wear armor made of heavier materials without experiencing a significant disadvantage on the battlefield. Everyone had to make armor out of scales or soft textiles like silk. With these materials being the default choice for any player to use, they were locked behind primary trees as to restrict their availability to all professions. As the game has evolved, heavier armor has become viable and easier to obtain. The advantage that scales and silks once had has eroded over time as there lower protection values availability has discouraged wide scale use. It is with this short history that I recommend changes to these skills.
Recommended Changes
Scales
Transition from Primary Skill to Secondary Skill
Textile Lore
Remove Skill
Place Cotton Lore under Botany -> Malvaceae
Place Silk Lores under Arthropod Produce Lore
Ironsilk
Bloodsilk
Silk
Zoology
Remove Honey and Beeswax lore from under Arthropod lore. Having the lore skills under the zoology tree makes absolutely zero sense as it already exist under Material Lore.
Future Changes
In the future animals will be dropping the raw materials of a given substance. For example, pigs will be dropping Raw Fullgrain Leather that will be processed into Fullgrain Leather. In addition there will be the requirement to use a Bronze, Silver, or Gold tier skinning knife to butcher in the field. With these future changes I propose additional skills be added.
Extraction - Secondary
Material Processing - Primary
Tanning - Secondary
Fiber Weaving - Secondary
Add raw lores under their respective categories.
Skinning Knife Skinning knife will exclude boss drop materials like Bloodsilk, Ivory Hide, Ironfur, Dragon Materials, etc.
I too think the Material Lores can be streamlined and I like your ideas about that. However I really dislike the idea of animals dropping raw materials - I personally enjoy Butchery and the process involved with Hunting. It rewards hauling, but you can also skin in the field.
I too think the Material Lores can be streamlined and I like your ideas about that. However I really dislike the idea of animals dropping raw materials - I personally enjoy Butchery and the process involved with Hunting. It rewards hauling, but you can also skin in the field.
Thanks for the feedback, unfortunately the raw materials portion is a part of SVs plans. They haven't released how that and the skinning knife will work.
Thanks for the feedback, unfortunately the raw materials portion is a part of SVs plans. They haven't released how that and the skinning knife will work.
Thanks for the feedback, unfortunately the raw materials portion is a part of SVs plans. They haven't released how that and the skinning knife will work.
Thanks for the feedback, unfortunately the raw materials portion is a part of SVs plans. They haven't released how that and the skinning knife will work.
As MO2 is an evolution of MO1, there are a couple of material lore primaries that are left out of place with the games evolution. Those two lores are Scales and Textiles. At the start of MO1, there was really no way to wear armor made of heavier materials without experiencing a significant disadvantage on the battlefield. Everyone had to make armor out of scales or soft textiles like silk. With these materials being the default choice for any player to use, they were locked behind primary trees as to restrict their availability to all professions. As the game has evolved, heavier armor has become viable and easier to obtain. The advantage that scales and silks once had has eroded over time as there lower protection values availability has discouraged wide scale use. It is with this short history that I recommend changes to these skills.
Recommended Changes
Scales
Transition from Primary Skill to Secondary Skill
Textile Lore
Remove Skill
Place Cotton Lore under Botany -> Malvaceae
Place Silk Lores under Arthropod Produce Lore
Ironsilk
Bloodsilk
Silk
Zoology
Remove Honey and Beeswax lore from under Arthropod lore. Having the lore skills under the zoology tree makes absolutely zero sense as it already exist under Material Lore.
Future Changes
In the future animals will be dropping the raw materials of a given substance. For example, pigs will be dropping Raw Fullgrain Leather that will be processed into Fullgrain Leather. In addition there will be the requirement to use a Bronze, Silver, or Gold tier skinning knife to butcher in the field. With these future changes I propose additional skills be added.
Extraction - Secondary
Material Processing - Primary
Tanning - Secondary
Fiber Weaving - Secondary
Add raw lores under their respective categories.
Skinning Knife SV has yet to disclose how the new skinning knifes will work or how much they cost, etc. My desired usage is below.
Skinning knife will exclude boss drop materials like Bloodsilk, Ivory Hide, Ironfur, Dragon Materials, etc.
I agree with the changes to scales and textile lores. No opinion on the arthropod produces. Everything else just sounds like a drag that makes the game less enjoyable.
I agree with the changes to scales and textile lores. No opinion on the arthropod produces. Everything else just sounds like a drag that makes the game less enjoyable.
Arthropod produce lore is a secondary under material lore. Worms produce silk in real life and is an animal byproduct. In game we have spiders producing the silk. Spiders fall under the phylum arthropoda.
Arthropod produce lore is a secondary under material lore. Worms produce silk in real life and is an animal byproduct. In game we have spiders producing the silk. Spiders fall under the phylum arthropoda.