I miss these old legendary threads, seriously.
I miss these old legendary threads, seriously.
The only reason I craft is so I'm not held hostage by the Marketboard for items I use for glamour. I have the privilege of knowing at least two Master Crafters and many players who are at least Omni (DoW as well) and while I support people who main DoH/DoL, I don't exactly want a system that makes items virtually unattainable. It puts relevant materials at a high demand (where people buy them out on MB and scalp them for more money) and, well if you've ever done a complex recipe from the ground up (gathered/farmed/fished/desynthed all the the materials, crafting all the subrecipes), it is immensely disappointing to fail the craft. I think if anything, SE should do what Neverwinter has done and make an 'X=tries until guaranteed' algorithm into the crafting interface. Neverwinter depends on 'refining' items as part of their gear system and most items that can be refined come with a number that is assigned that no matter what, on that try you will succeed. It will still cost the same amount of mats each time you try, and you will lose those mats if you fail but with diligence you can still refine the item so long as you are willing to pony up the mats each time.
The numbers can get up there on the higher level stuff but that would at least give some hope to casuals. Just my 2 cents.
There is no random failure mechanism in crafting. Unless you're are severely undergeared to the point spending CP to restore durability won't make up for low Craftsmanship or you just flat out aren't paying attention to what you're doing, you will always have an item when you're finished.The only reason I craft is so I'm not held hostage by the Marketboard for items I use for glamour. I have the privilege of knowing at least two Master Crafters and many players who are at least Omni (DoW as well) and while I support people who main DoH/DoL, I don't exactly want a system that makes items virtually unattainable. It puts relevant materials at a high demand (where people buy them out on MB and scalp them for more money) and, well if you've ever done a complex recipe from the ground up (gathered/farmed/fished/desynthed all the the materials, crafting all the subrecipes), it is immensely disappointing to fail the craft. I think if anything, SE should do what Neverwinter has done and make an 'X=tries until guaranteed' algorithm into the crafting interface. Neverwinter depends on 'refining' items as part of their gear system and most items that can be refined come with a number that is assigned that no matter what, on that try you will succeed. It will still cost the same amount of mats each time you try, and you will lose those mats if you fail but with diligence you can still refine the item so long as you are willing to pony up the mats each time.
The numbers can get up there on the higher level stuff but that would at least give some hope to casuals. Just my 2 cents.
Not getting HQ isn't failure. It's just not getting the best possible result. When it comes to glamour, HQ is meaningless. It does not affect the appearance of the item.
Items will never be unattainable (assuming you're referring to being able to craft the item), or even unobtainable unless SE removes the ability to get the item completely. SE doesn't tend to work that way unlike some other game developers. But you will need to have the gear and skill level intended to produce the item. Not every player should be able to craft every item as HQ with minimal effort any more than every player should be able to clear Savage by simply auto-attacking.
Let's see who is trying to drag this one out of the closet and dust the cobwebs to try to spark life. hmmm
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