Hi,
the title says it all, what new skill(s) or traits would you like to see coming in 5.0?
Feel free to also explain why you incorporate a said skill / trait. What's your vision on crafting in 5.0 etc
Observer -[Trait]
Every 10 turns, Observe increases the duration of your buff by 1.
[/I]
Ingenious hand
Improve Action success rate by 25% and reduce recipes level for the next 5 steps
The level lowering is between Ingenuity I and II
cost : 45cp
Expensive Touch
Increases quality. Additional Effect: Reduces Inner Quiet Stack by 1 (Min1)
Efficiency: 200% Success Rate: 70%
cost 22cp
Comfort Zone II
Restores 10 CP after each step for the next ten steps.
cost 70cp
Carefulness[Trait]
After failing an action, grant a stack of carefulness increasing your success rate by 5%, max 4 stack (20%)
Specialist : Refund 15cp
Specialist New skills
Innovative Touch II
Increases quality. Additional Effect: Innovation Efficiency: 100% Success Rate: 60%
Hum while you work [Traits]
When Whistle will you work reaches 0 stack and expires, grant the effect Humming.
Humming: Grant 30 durability, increase progress by 20% of the missing progress, your next Great Strides procs a good quality.
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Thought behind the proposition,
Observer: Imo the one greatest issue of this skill is the consumption of buff duration, with this using Focused Synthethis / Touch would see more use and could even be used to fish good quality. At first I had 5 turns as requirement but I thought it would proc too often.
Ingenious Hand is Obviously to remove the dual buff of SteadyHand + Ingenuity. It is more cost effective than casting both buff (and you don't have one lasting longer than the other) BUT it is still overall less strong. I wanted to keep the dual buff as something you could still do for very important action (like the last one).
Expensive Touch is something I've thought for a long time, sometime you're really lucky and have a lot of procs or you simply want to increase the Quality before doing great strides + byregot. I'm not sure how practical this skill would be as you would also need to reget one stack but I thought still having something to do at 11 could be nice.
Carefullness : I wasn't sure about this one, I had plenty of ideas and ultimately I want to make something that would slightly reduce the RNG nature of crafting. Sometime you're just really unlucky and your action keep failing. In itself the loss of durability and cp are more than enough to ruin your craft if you're slightly unlucky. With this, perhaps we would see more "risky" rotation. For instance I love using Patient Touch twice when I start a craft but god sometime i'm just that unlucky.
Innovative Touch II
I made it a new rank but ultimately a simple fix of the success rate would be enough. it's just too low and not worth the risk (even for someone like me who use 2 Patient Touch on every craft...)
Hum While you Work:
So the goal here is to revive "Whistle while you work" a little as I find it too.... unpracticale (My revive I mean out of MaMa rotation which should just be removed).
Basically I never want it to end as I find Nymeia's Wheel too good to pass on and the Autoprogress just plan stupid, I failed multiple HQ craft when I first started using this skill at the begging of SB. (when I became a crafter)
Now I hear you, this is VERY strong, but I think it's ok because it's a specialist skill.
the one thing i'm not sure about is that good quality proc, this would make things much less random that's for sure. But perhaps also too good... i dunno.
Now, I had 2 main idea when ... "designing" these skills
1- Make Omnicraft less mandatory. With the addition of Ingenious Hand and ComfortZone II, the number of important skill an omnicrafter has over a single/dual crafter is very small and beside Tricks of the Trades (which takes 10min to get) any "singlecrafter" should be just fine.
2- Increase the overall difficulty of crafting except for singlecrafter
I want the overall difficulty of crafitng to increase so that we can't just macro everything. On the other hand, I don't want to make it too scary for new crafter or casual crafter (like, all my friend having only cooking at 70), this is why I made "Hum While you Work" very powerful (too powerful?) with an increased difficulty, specialist shouldn't see much difference with the current difficulty but omnicraft who will spend time and effort in having the very best gear and stuff should see a slight increase in difficulty.
Being an omnicraft is a strength, but at the moment unless you're undergeared or unlucky, nothing is really hard to craft. There's very little challenge, I can craft any of the HQ mats (the one requiring creation) with approximately 90% accuracy with full NQ mats. The 10% is if I have a few random failed action. While i'm heavily overmelded atm, with the current rotation I used I could do the same when I was full 320 as long as I would have upgraded the accessories for the extra cp. the extra stats I got from upgrading from 320 to 340 are just useless since nothing is hard.
Being Able to craft any HQ mats with only NQ and no specialist skill means that you can effectively craft ANYTHING without being a specialist very easily (since all your mats will be HQ when you craft the item)
With enhance difficulty, this would be harder to pull off, however I don't want specialist and casual crafter (those with the blue gear basically) to feel like crafting is too hard.
As a side note, MaMa rotation should just burn in hell, becuase THIS is effectively too strong, there's even a video on youtube showing how to craft the 340 stuff with 290 gear with craft rankIV materia.
And with the increase of progress requirement, MaMa will only be stronger every single expantion until we reach the point where you could litterally refill your cp bar twice before ending the mark spam.
What do you guys think?