Please hear me out, I have lot of feedback on what I see is a problem with this skill.
Crafting can already easily replace warding, I see no need for this, crafting itself seems more easily accessible and intuitive.
You're trying to make this skill the "crafting" for magical equipments, to fill in the tiers of what I assume to be the equivalent dragonhide armor. However the process of crafting is extremely quick easy and intuitive, you get the materials, thread and needle, then you make the item of your choice. You could just as well make splitbark armor require only the bark, and a thread a needle equivalent.
However you decided to make a completely new "gathering" resource which itself relies on 2 pre-existing skills Magic, and Runecrafting, and completely new objects such as runestone monoliths along with farming to get the materials. There's a clear line between synergy with certain skills, and a complete reliance on others. The fact that this skill cannot stand on its own already shows the struggle to me.
Crafting on the other hand also works with jewelry and produces its own basic resources such as bowstring, ball of wool, ropes, bowls, pots, glass, certain arrowheads and EVEN WEAPONS! Alongside that its already a level requirement for so many quests
Warding on the other hand is mainly SPECIFICALLY for magic armor when it is labeled a "production" skill and produces nothing else. On the other hand you brought the idea of breaking items into its basic resources and imbuing. This seems like a skill with a whole lot of mixed bags of abilities when mbuing can just be left a nightmare zone or go into magic. And disassembling the items can be left for something completely different. These abilities DO NOT SEEM LIKE A PRODUCTION SKILL.
Overall, this skill is complicated. It does not stand on its own, has very little to offer, and has many abilities that doesn't fit in with its "production" theme. Other skills highly overcompensate for this one.
06-Oct-2018 20:35:19