We recently saw a change where animal products are hard-capped by tool quality, which fixed the 'Survival 100+ rush' in week one. It felt great because I no longer had to dump every point into Survival; I just had to match my tool quality.
I believe Masonry suffers from this same issue. It’s the one skill that still requires a dedicated Strength/Masonry 'alt' to rush week one. While we are somewhat time-gated by mine holes, it’s still jarring to see massive quality jumps) whenever a village finds a new node unlike farming or animal husbandry, which progress over time, mining rushes ahead too fast.
I recognise They are trying to solve this a little but adding Quality debuffs to stone and tin axes but what I propose is the opposite.
I think the quality of stone axes should hard-cap stone quality, while tin axes and pickaxes provide a percentage bonus to that cap. I’d also suggest hard-capping diggable clay behind shovel quality.
I’m not discrediting the effort it takes to find high-Q nodes, but the 'pump Masonry and get Quarryman as fast as possible' meta doesn't feel right. I’d much prefer a slow, steady rise in quality.
Like imagine if tin axes instead of being a -20% it gives +20% so a Q20 tin axe is really a Q24 tool, hard capping its mined resources. pickaxe can be like +40% or something. so bough can lag behind a little but really you need HQ bough to keep spiralling. The important thing here for me is that I now only need to raise my masonry to my tin/pickaxe +bonus, instead of an infinite ceiling and I am trying to find a similar solution to the hunting hard capped by tool.
This is extreme I know.. but I can't be the only one who dislikes this masonry dump. and I am just trying to come up with a way I don't have to feed a 2nd character curios for masonry 24/7 but instead raise it inline with other stats.
If anything just take away that I hate Masonry pumping, please change.
Some people say I hate myself when writing these suggestions and perhaps I do...




