I craft pretty much all of the gear I use for levelling the 5 classes I don't have at 50 yet.
Every 2-5 levels, a new gearset, with weapons/shields as I level up.
Let everything spiritbond and convert to materia...
Printable View
I craft pretty much all of the gear I use for levelling the 5 classes I don't have at 50 yet.
Every 2-5 levels, a new gearset, with weapons/shields as I level up.
Let everything spiritbond and convert to materia...
Ok I agree but something needs to change as it stands, you pay more tomes to craft on par items I propose either:-
Make the crafts require less mats and keep gear the same
OR
keep the cost the same and make the gear stronger
I'm not asking for bis, but if I'm spending my tomes on materials for a risky craft I want it to be worthwhile
There are people out there that can 100% HQ the 2 Star recipes without having to rely on luck... Risky only if you're not one of those.
And those crafted i70 items are better than darklight, at least when HQ, and definitely when they've been melded, so it does make sense for them to cost more.
Ok lets take this example. you can buy darklight hands waist and feet for the cost of crafting 1 of these items.
Yes you can pentameld the crafted items if you have a few million Gil to waste to do it.
I agree crafted can be better but the cost of mats and materia is too high for such a small gain.
Thus the improvement should start with base stats and be improved even more with materia IMHO
Crafting gear will always be 20ish levels lower than best gear,but due to the cost I still think it should be better .
I used to do the same thing... until I got everything to 50.
It's kinda messed up, now that I think about it: you level up and spiritbind old gear to convert into materia to use on newer gear, but once you hit 50 and start getting endgame dungeon gear, it all becomes useless, unless you sell it, use it for crafting/gathering classes, or are working on a relic (which, I have all of those now too). :(
Even now, tanks get more from the Gryphonskin jewellery + Rose Gold Earscrews than from the i90 raid accessories. That 400 extra HP compared to 49 extra STR (which boosts you to next Parry reduction tier too, and extra damage generates more hate) is meaningless in a good party, nothing in the game needs you to have that 400 extra. It's safer, sure, but the overall returns are still better from the crafts.
I actually main PLD and use these, mainly because PLD/WAR can actually benefit from having STR, VIT, and DEX. Other jobs... not so much. It's kinda odd because you don't see any other high ilvl accessories with both STR and DEX on them. I suspect SE will do something along the Fending/Slaying/Aiming/Healing/Casting route with whatever new crafted gear they introduce.
That said, while these accessories have served me well and I wish there were more options like them, I spent way too much gil (probably in the millions range) making them. And if SE is intent on the "keep dungeon ilvl's higher than crafted ilvl's" mindset, I doubt I'll do it over again. I'd like to have enough gil ready for when personal housing comes out, lol...
A lot of the content in this game, like housing and half the end-game dungeons, seems to assume the average player is in a reasonably small, reasonably rich and extremely tight-knit FC. iL70 crafted gear has one huge advantage over drops - you can transfer it easily between players - so if you have the resources the moment a friend hits 50, ding, HQ i70 penta-melded everything. No fuss, no muss, no tedious queuing for CT.
Personally, I felt that PvP gears could be a turn around for crafters but it doesn't seem to be the case.
If SE had made all PvP gears, (i55, i70 and i90) obtainable through crafting, then I think it would have made the crafting scene more lively again.
i55 gears could be made through current mats, then players wear them and get into PvP, earn wolfmarks where these wolfmarks can buy new crafting mats specifically used to craft i70 and i90 gears.
the main idea from crafting/gathering classes is make gil
they are not supposed to give you advantage on endgame contents
Crafting anything beyond level 45 is pointless. For most classes, the free unavoidable lv.45 Artifact gear is better than anything we can make 45-50. The ilvl55 Militia sets are marginally better but who would use them if dungeon drops are not only free and plentiful but better in every aspect as well.
The main point is: Do you spend 1125 Philo tomes on 9 pieces of an ingredient, to make one ingredient, that needs 5 other lv.50 ingredients, that all need to be HQ in order to give you a decent chance, and then still need to actually craft it and get lucky on HQ rate, just so you can get ONE piece of ilvl70 gear.
Or would you spend those same 1125 Philo tomes on 3-4 pieces of ilvl70 Darklight gear, that not only have better stats, but completely outclass the crafted variant in ease of obtainability. Or better yet, if you dont make them for yourself, who would pay a LOT of gil for one single piece, when they can get FREE darklight pieces merely by running one CM Roulette (300), one CT (200) and whatever many dungeons you want to do that day. With their own drops which rival if not outclass them entirely.
Crafting is pointless. I have all crafters at 50, but it's merely for ease of melding (which you apparently cannot do or no longer have a use for on anything that isnt a piece of crafting gear) now that no one would realistically buy your things.
Is it good to make your own gear for low level jobs? Sure. But one could just as well buy the pieces you want off the marketboards for 100 to 1000 gil each, instead of spend upwards of 500.000 gil on each crafting class just so you can make cheaper HQ clothing for level 20.
Crafting pisses me off. Not because it's not fun to do, but because there's no point to doing it other than help some friends who are too cheap to buy (your) stuff off the marketboards.
Personally, I think it's messed up that there are ilvl's involved in PVP gear in the first place. Imo, players in PVP matches should be on as even a level as possible in terms of stats; actual skill itself should determine the victor, not "LOL I have biggar numberz than you."
You don't think it would be cool to be considered a legendary crafter in the game? To be able to make gear so unique and customized that few can match, to forge blades and armor using secret kobold smelting methods, or weave robes in the technique of the sylphs, and then have them go toe to toe with the best dungeon gear in the game? To have people wanting items with your name on it? Or even something as simple as making your own house the coolest-looking one on your ward? Personally, I'd love to be able to do stuff like that; it'd be a lot more fun than spamming Coil and CT and primals all week...
I guess crafting system has literally been overlooked to near a point of no return.
The drops you get while levelling, are enough to make crafting looking like a waste of time and Gil. The endgame crafting costs more that buying gear directly from NPC. Not to mention, repairs are better made on NPC than doing them yourself.
I think that the profession needs be rethinked in toto, and if something good comes, it will be in something like a patch 3.0
In the while, the only thing that can be done is giving our advice on how that it needs to be.
What I expect from crafting:
- you can craft gear at pair with dropped one or NPC sold one, if cannot be melded
- when drop/NPC counterpart cannot be melded, the crafted gear (with melding available) needs be less better than drop/NPC when not melded, and better than them when melded
- the effort/Gil/whatever needed to creaft a piece needs be comparable with the effort needed to get the same as drop or NPC, maybe a little more effort about the melding ones is acceptable. Little more is different than ten times more.
- self-done repairs must be less expensive than NPC ones and no cooldown on that
After reading I take back some of what I said.
Sadly, I agree 100% with what you have said here.
Crafted gear NEEDS to be more competitive with dungeon/tomestone gear, and dungeon/tomestone gear needs to be convertible and meldable so that crafters remain relevant in some way.
SE shouldn't be afraid of people being able to buy the best gear in the game, especially considering how much gil you'd normally have to invest towards getting something with 5 high-tier melds on it anyway. Imo they should be more concerned with coming up with more effective ways of keeping out RMT's that don't involve ruining the game for everyone else.
really? so crafting will be forever useless and a waste of development time, they all should be removed.
Jokes aside, only way i'd see crafting being revived is gear becoming equal to tome gear, current gen should be like 3-5 star (5 star/ "purple color") and the higher star crafts should require you to gather rare mats from bosses that are in current gen dungeons
Compare aquisition time for dungeon gear vs crafted gear in current version (pre-2.2).
i70 crafted HQ with optimal meld vs i90 Allagan or Myth...
If you can afford the i70 crafted, you'll have enough to take on pretty much everything, if you have the skills. With "only" darklight, you'll have a much harder time... But the point here is that you don't have to be lucky with RNG for Allagan, and don't need to farm ad nauseum for myth...
Sure, Allagan and Myth are both in general better than the i70 crafted, but the i70 crafted lets you take on stuff faster than if you have to wait for drops/myth...
Next up we'll have i90 (likely) crafted, HQ with melds that's going to spank the myth/allagan i90, making it easier to take on the new stuff while you gear up to the next top tier...
Because people are lazy.
Crafting profits off of the lazy.
Even Speed-Running dungeons gets boring after awhile for grinding tomes and it's only time untill the ADHD infested player decides to just screw it all and buy an overpriced piece of equipment.
Sure raided gear can be obtained and is more cost worthy... but not everyone is 'dedicated' to being frugal.
I'd like to ask seeing it's used as an excuse all the time, has anyone here actually met or know a person with ADHD I don't think they do.
crafted gear can have materia & dye as opposed to standard DL gear
I craft because I like to craft. For that reason, I'm glad it's still in the game. I don't think it's an exaggeration to say that I enjoy progressing my crafting classes even more than I do my DoM/DoW classes.
However, the fact that I don't level crafting jobs with the intent to make money does not make it an less disappointing to know that SE has pretty much flat-out stated that crafting classes will never amount to anything worthwhile, in order to combat RMT.
I make plenty of Gil off my crafts. Hopefully I'll get plenty more after 2.2.
2.2 will introduce new iLv90 crafted gear, and based on the rewards from one of 2.1s main quests, tier V materia.
iLv70 crafted gear with materia already outmatched Dorklight.
iLv90 crafted gear will presumably outclass iLv90 gear.
New iLv100+ gear will be behind lockouts, just like Coil/Mythology was previously.
Thus people will presumably want iLv90 crafted gear to carry them over for a while.
Tier V materia would presumably come from Spirit Binding iLv70 gear, that means the market for current iLv70 crafted gear would also pick up.
If that comes to pass, crafting will have received a massive boon. If it doesn't? Well, I'm already making plenty of Gil off my crafts.
I'm going to bring up another topic that someone else mentioned, which was about WoW crafting. In the year or so that I played WoW, it was around when WoLK came out. I had a level 80 hunter with skinning and leatherworking. In WoW's crafting case, there were only certain gear that was worth even considering crafting since gear drops would definately overpower anything you could craft. I don't know if this has changed in any way but even if they do not allow crafting to overshadow ALL gear slots, they could make it so that 1 or 2 items would be worth while.
I'd like to ask why the dev team aren't interested in making crafting content for end-game, and why they thought it a good idea to make crafted gear worthless. And why the materia system is awful.
What I wrote in another post about crafting what like to see for crafters.
Add hortizonal progression type content to open world content like expand on the concept of a new type of materia tier which boost a jobs ability or add enhancements to them. Add rare item drops which crafter's need to be able to attach materia for end gear to unlock/equip slot's not just str,vit etc. but cure potency +5% as example.
I hate to a point of the vertical progress on gear we need some horizontal progression on the side and crafters should be the ones to provide it if we cannot be the source of top end gear. Instead of getting rid of that old gear for the fresh new gear have it where the crafters could fuse the old gear into the new version with certain rare item to give the new version a % buff to new gear. Just my thoughts on it at least.
I enjoyed leveling my crafts to 50, I enjoy crafting/melding for profit and I also look forward to new crafting recipes and lvl caps as well. Crafting will never become the be all end all in this game but I have never played an mmo that it was really (even in FFXI the useful items you could craft were pretty limited). I love the way they designed the crafting system in this game compared to the typical "press the synth button and wait" approach and I also appreciate being able to have all crafts on a single character..
That said there is definitely room for improvement but I doubt we will ever be able to craft best in slot equipment. Saying that the craftable DoW/DoM gear is useless though is silly since with the right materia some of those pieces are far superior to darklight and some are even close to being on par with myth. Myself and a couple friends have made very good money off crafting 1/2 star items so I would hardly say that nobody uses it.
Crafting is boring. I agreed that it shouldn't be in the game anymore.
as if we didn't have enough works in real life, I don't understand why some people want to do work in video games.
Am I the only person who just crafts because it's a fun activity??
Crafting/Gathering= Vanity.
@Tohru
It's supposed to be fun and useful.
It's in the game to give another avenue which consumes time which equals more money in subs. Maybe in another year or two, it might have advantages other than the initial gil grab it had in the very beginning from when 1.0 players already had everything maxed out.
No. Because, while that's a nice concept, it doesn't work in a MMO.
"Oh look, there's Sotek! The Legendary Crafter #15236211".
A much better concept is one they've already played with; having a NPC be a legendary crafter. The Relic quest involves crafters, we need more content like that. More content like XIs Cursed and Salvage gear, where we bring crafted items to a NPC who makes the legendary gear. Content that involves getting the best gear through endgame activities and involving crafters.
I did all my crafts after my first 50. I enjoyed being able to craft all my HQ gear and make money while leveling up my DoW/DoM. I enjoy making all my own supply items for seals. And with 2.2 I will be ready to make all the new gear. My goal will be to hit 100million. Craftings cool in my book.
i don't disagree but it doesn't stop them making you "the hero" in the main story.
all they have to do to involve crafters without losing the value of raids is make raids drop EX materia instead of gear, that you need high level crafters to Meld before they are actually useful.
Are we not already the hero in the story? I recall saving every guild from <insert disaster> and becoming better than the best guild masters.
One thing I absolutely do loath though, is when the main scenario sends you to the crafting guild masters, and they don't acknowledge you in the slightest... Would be great if, provided you've completed that guilds questline, the guild master instead sends you off to make whatever yourself, because you can. Extra (and optional) legwork for people with crafts leveled, but it would add a lot to the game in my opinion.
I do.
On topic, I think crafters should get benefits from running dungeons. Not just materials, but maybe a rare recipe? Something you could take to a guild leader and unlock a rare and unique craft-able item. Example: Maybe Goldsmith could make a (one-time use) repair bot that you can find by grinding out ADS or Crystal tower? Maybe Alchemists can make crystals to add elemental properties to weapons (AND ACTUALLY MAKE THOSE USEFUL THINGS!). How about Leatherworker's being able to sell a small 'satchel' that stores items (although people are probably sick of bags).
Stuff like that. Crafters don't JUST need to be about gear. They need to be about making useful or interesting (and sometimes profitable) things that you can't get anywhere else.