Hello all
I thought a little bit about the server economy and observed for example the auction house prices for dirty and clean stones since the change (a really really good change!) of the arcane transmutor. After the change the people can farm many more stones (clean and dirty) in the same time. This let the prices drops very fast, because a lot more offers in realtion to demands are in the auction house.
But: tiering an item for example from 6 to 10 does not make a huge different from tiering it to 11, except the costs. That's because each tier (6 -> 7; 7-> 8; 8 -> 9; 9 -> 10) gives exactly the same amount of bonus. It is always related to the base tier. That means the higher the people tier an item, the less effort you have. But the costs increasing exponential. I guess that is a reason, why people don't tier higher (buy more stones in auction house or items directly in IS) than before the change of the arcane transmutor.
What will I suggest? The effort of each tier of an item should be higher for each additional tier. Because the costs are always trippled, it could be a bit better effort for next tier, than for the last. I don't talk about trippling the effort for each tier, but some kind of an other function than linear . For example first tier above base tier is 10%, next is 11%, next 12% and so on instead of always 10% of base tier. Or it could be always 10% from actual tier to next one.
I think it wouldn't effect any class balancing, because everything stays the same in a case of such change, if you compare equal gear. Furthermore the people would also see more difference in the classes if they compare with people with lower gear.
Also the people only farming tiers and trying to sell it, could get more "customers", because more people want to buy more stones.
I hope it is understandable, what I wanted to mention here.
Thank you very much,
Greetings