I made a post a long while back about a new DoH system to help increase the skill ceiling for those of us who want harder, less formulaic crafts. Originally I had the idea that you could open materia slots to help cheapen/ease the cost of fully slotting out equipment, but many people found that to be controversial, some loving it some hating it. But now I came up with a newer, less intrusive design for it. I know the chances of this are slim to none, but if you guys like it enough perhaps we could push for this, or some other "master craft" system to be implemented instead of it just being a forum post? Up to you guys, really.
Anyways, let's begin!
The goal:
To create a higher, but purely optional, skill ceiling that helps to defeat the fixed, guaranteed formulaic rotations for players who wish to have higher difficulty. Basically an "Ultimate" mode for crafters that doesn't break statistical balances and disclude standard/HQ crafts from selling well.
The idea:
Master Crafted items won't statistically be better than anything else, but they can be personalized to look completely original and unique depending on the materia you put into it. The item icon may go from the current Green (Unique) to Yellow (Master Crafted), as well as having your own unique elemental effects or even patterns/decals.
The method:
Toggling a "Master Craft" passive before finishing a craft, just like the Collectible toggle, will open a new Progress and Quality bar that you start fresh in. The quality bar must be at 100% as requirement for master craft to take place and player stats may be iLvl synced to maintain difficulty for returning in the future so as to not be over geared and defeat the main point. Note: CP/buffs will persist and not reset upon the new Master bars opening up, so you will go in with partially depleted resources, nor will any overkill points (e.g., extra Great Strides quality points) do NOT carry over to the new Master quality bar and will be blocked by the 100% HQ bar. Completing these bars with the proper skills, luck, and personal design choice will effect how to build it after completion by opening new kinds of materia slots that are used for cosmetic augmentations to change the way your item looks.
The progress bar will be dependent on elemental affinities, such as the elemental Branding skills, to increase the guage and finish the Master Craft. The quality bar will work the same as before, except it opens up a new cosmetic materia slot for each quality threshold.
Progress bar
-The Master progress bar will be elemental branding dependent and can be filled to max w/o completing the craft. A separate button can complete the craft for you.
-Each different elemental branding will increase the guage by 'x' points of that element. Multiple elemental brandings can be used on a single item to allow for different elemental cosmetic materia to be put on (e.g., Fire branding ONLY only allows for fire aspected cosmetic materia to be put on. Fire + Ice branding allows for Fire and Ice materia to be put on, and so on...)
-The ratio/degree of elemental affinity points on the bar will decide how high of a grade of any given elemental cosmetic materia to be put on. (e.g., higher focus of Fire branding means access to higher grades of fire-themed materia. Mixed focus of Fire and Ice on the same item results in limited access to different grade materia, but gives access to BOTH fire and ice types for hybridization)
Quality bar
-The Master quality bar works almost identical to standard quality bar, except for what it does for you. Standard quality gives you your HQ rate, but Master quality unlocks materia slots for cosmetics through various thresholds as you push for higher quality.
-Perhaps up to 4-5 cosmetic slots can be obtained?
-Each materia slot will allow for certain grades/effects. The player may want to use slots 2 & 4, but leave slots 1 & 3 open due to disliking certain effects. Or perhaps the player only wants the prettiest/flashiest effects on final slot (Highest grade) and not go overboard on the other effects for personal artistic choices, although the final slot is by far the hardest to achieve and unlock.
Materia
-Will comprise of different grades(Grades 1-5) and elements.
-Each grade has access to different effects to pick from when being slotted. (e.g., A grade 2 lightning materia will go into Slot 2, and give you access to your choice of a lightning themed pattern of choice. Or a grade 4 Lightning materia can give a spark/static effect of your choice.)
-The higher the grade, the flashier the effect. Perhaps a grade 3 can give you a simple color hue of the element color, grade 4 can give amplified effects (small amounts of Fire or whatever coming off), and grade 5 can be heavy (Magma dripping off the edges).
-Materia can be obtained by DoL and refined via DoH and large quantities of crystals of it's element. Higher grade materia requires more crystals to refine.
So what do you guys think about it this time? Sure it would be a lot of work to implement, but more customization sounds like a win for everyone. And making a personal set totally unique to you (unless someone recreates it, materia for materia). This also puts more attention and value on crafted sets without breaking meta balances and devaluing basic HQ items. And most importantly, this gives those of us who want to have a high difficulty mode for crafting.