Ok but making those master book tokens in ARR carried ridiculous stat requirements so.........
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That’s how things will likely be again in 5.1 though. They have made it clear that they don’t want endgame to be as easy and mindless as it has been the last 2 years, and have clearly made efforts to change that. Also, in ARR, it was fair. If you don’t have the gil to meld for the high stats, then, I mean, that’s too bad lol. Just means you try again or try something else.
Not sure where this entitled mindset came from, where people think they deserve everything to be handed out, made easier, and overall, a joke. :confused:
One of these days the fall from a horse that high is really going to hurt.
Who's entitled? I was replying to another poster saying they didn't want things gated behind ridiculous stat requirements but then cited ARR's token system... which had ridiculous stat requirements. That's all.
Master books being behind scrips is fine.
I don't think it's supposed to. I think it's supposed to be stopover gear that you can buy with minimal effort while you're trying to make (or afford) the real stuff.
It might be nice if white scrip had something useful behind it other than some mats and materia, but honestly it feels like it's pretty much doing its job right now. I don't see a fundamental problem with it as it stands.
Teamcraft have a beta up for the new abilities now if anyone wants to get a rough feel for what it's like.
https://beta.ffxivteamcraft.com/simulator/26488/33420
It's interesting so far. You feel the lack of CP and the hit to Strides is quite significant. The new Muscle Memory seems great until you realize it competes with Reflect. Of course it's all very rough right now so don't take anything as definite yet.
The changes are actually for the better. At first i was like wth with all the removal of stuff but i now understand it better.
It will also help newer players to get into crafting or those who have not wanted to try it in the past
I expected them to remove abilities. As an omni crafter, even as a PC user, there were more abilities than I would have liked. Some abilities that I thought they would ditch, which I thought was more bloat actually stayed. So yes, in some way it was good they did a little (it wasn't so little) pruning. I enjoyed the flavor of crafting, it left with a lot of different options and you could still get the craft complete, albeit harder for master recipes.
With the limited time I had, going through the abilities and resorting my hotbars, crafting became less appealing to me. Normally people do not like change, but it is what actually changed has me concerned. One being Steady Hand I and II. So by the looks of it, RNG is going to suck even more (thanks for removing Reclaim SE, wtf, seriously?) But you kept the fail rates of a lot of abilities. Imo you pretty much destroyed macro crafting, or at least butchered the effectiveness. Now I admit macro crafting prob did become a little too OP, I will admit it. But it kinda screws the easier recipes. For high end (master+) recipes, no one should be able to use a macro and have a good chance imo, but that is not what really got destroyed here.
Ah whatever, it is what it is. Maybe it won't be so bad, maybe I am missing something witht he short time I had to play. But so far, I do not like the direction they went. RNG is more present than it ever was. I guess with a ton of RNG, it doesn't matter if you understand crafting or not, your failure is more based off luck than actually learning how to craft. I suspect many crafters will just get away from it, it has become lacklustre, as the rest of the game is becoming, in large part imo from homogenizing jobs and overall catering to people who do not want to or have time to put work into the game.
Well that's my rant, sure someone can come on here and say "the sky isn't falling" no, it isn't. However a growing trend is happening and for me personally, I am not interested in a water downed FFXIV. (even more so)
You should spend a little more time then. Because virtually all the abilities that had failure rates lost them in this patch. This was to compensate for the removal of Steady Hand, an entirely pointless ability that everyone was forced to use all the time.. so it needed to go.
The only ability affected by the Steady Hand removal is Hasty Touch, Patient Touch and Rapid Synth, none of which were used much.
Macro crafting seems fine so far, sure it's less easy to Reuse macro 1-100% in rubbish gear but I'm still getting near 1-100% with an unrefined macro for Glass Fibre in Dwarven Cotton gear.
If anyone wants to tweak or mess about with it go ahead. Using NQ Blood Bouilla, Specialist, 541 base CP. Can't guarantee it'll work under 2300 craft tho. I'll look into gear soon.
Seems Strides-Brygots is around 14k with Ingen and Inno, which actually isn't as much of a nerf as I'd feared.Quote:
/ac "Reflect" <wait.3>
/ac "Manipulation" <wait.2>
/ac "Ingenuity" <wait.2>
/ac "Innovation" <wait.2>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Ingenuity" <wait.2>
/ac "Innovation" <wait.2>
/ac "Observe" <wait.3>
/ac "Focused Touch" <wait.3>
/ac "Observe" <wait.3>
/ac "Focused Touch" <wait.3>
/echo Macro #1 complete <se.1>
/ac "Manipulation" <wait.2>
/ac "Ingenuity" <wait.2>
/ac "Innovation" <wait.2>
/ac "Delicate Synthesis" <wait.3>
/ac "Great Strides" <wait.2>
/ac "Byregot's Blessing" <wait.3>
/ac "Careful Synthesis" <wait.3>
/echo Macro #2 complete <se.14>
EDIT:
Wow.
The gear is an absolute joke to HQ. This is my experimental unrefined macro that went 1-100% but I'm sure better ones will be theorycrafted soon.
Quote:
/ac "Reflect" <wait.3>
/ac "Manipulation" <wait.2>
/ac "Ingenuity" <wait.2>
/ac "Innovation" <wait.2>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Ingenuity" <wait.2>
/ac "Innovation" <wait.2>
/ac "Delicate Synthesis" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Great Strides" <wait.2>
/ac "Preparatory Touch" <wait.3>
/echo Macro #1 complete <se.1>
/ac "Ingenuity" <wait.2>
/ac "Innovation" <wait.2>
/ac "Prudent Touch" <wait.3>
/ac "Great Strides" <wait.2>
/ac "Byregot's Blessing" <wait.3>
/ac "Careful Synthesis" <wait.3>
/echo Macro #2 complete <se.14>
I'm with Lemuel81. And Liam_Harper, I use Hasty Touch and Patient Touch quite a bit, so the loss of Steady Hand affects how I approach crafting by quite a bit. I feel like Crafting got screwed while Gathering got nothing but upsides. I didn't use guides to come up with my crafting style, I earned it, and they just took it away. And if they're so underutilized, as you say, then why weren't they cut with the others? And a 60% and 50%, respectively, chance is definitely not worth the investiture.
And as far as the RNG argument is concerned: If you have to rely on luck, it's not a skill. Being skillful is being able to do something to a reasonable level consistently. If every time you do something it is dependent on a coin flip that you can do it, that's not skill, that's gambling or being favored by a deity. The entire premise of Pathfinder/D&D is based on this. At the low levels, making anything decent with your skills is a crapshoot, but when you get to the higher levels, your making things becomes less of a roll of the die, and more the effort (i.e. skill points) you put into the thing. You can still occasionally fail if you roll really horribly, but on average, you can produce consistently.
Mhmm, someone mentioned that it was nothing to craft trivial recipes. Like I said, I will need to see how it plays out, but they still watered it down. There was no reason to dumb it down that much, should be interesting to see how the harder recipes will be like.
Thx for sharing your info
Forgive me but that sounds a lot like "I invented this freeze mage rotation and no one's going to tell me it's bad!"
You should ask yourself WHY you're leaning so hard on skills with high failure rates when skills that don't have that problem are readily available.
Hasty Touch and Rapid Synth have their uses at very low levels (mostly Hasty, probably less so now though), but they obsolete relatively quickly. By the time you're level 40 or so, you shouldn't even be considering them. Certainly by 80 they should have a thick layer of dust on your hotbars if they're even still there.
So I took the new crafting system for a whirl and wow.
This is awesome. I am entirely loving this new system.
I was so sick and tired of most of your good actions other than Careful Synth being 90% chance. It was always so laughable how often 10% chance would actually happen, sometimes 5 times in the same recipe.
I bought a couple Blacksmithing tools and a suit of 71 gear, turned a BSM quest in, dinged BSM 71 and now I'm happily crafting away, and actually making HQs now without having to study spreadsheets and junk and the crafting buttons themselves are more enjoyable with there only being two risky buttons (Hasty Touch and Rapid Synth) that I know of, everything else is 100% success which means no lame "I failed 3 Hasty Touches this time, HQ is now impossible without an Excellent proc". There's still stuff like Excellents happening when I am 5 durability left, but eh. I can handle that. I'll work around it. That's better than three 90% abilities failing in a row which was always such a miserable thing.
All-in-all, I've done more crafting this morning than I had done in months.
Mission Accomplished IMO. Yoshi-P wanted us casuals to craft more and I will certainly be doing that. This has all of my YES.
You can also see the effect on the MB too, already: There are several level 71 tools up for reasonable prices unlike before you'd need 200k+ to buy yourself an HQ tool from the MB. Now they are hovering between 20k and 50k.
But those two (Hasty Touch and Rapid Snyth) have had their EFFECTIVE success rates lowered, in that you can no longer use Steady Hand to compensate. They've gone from both being 70-80 %, with Steady Hand 1 or 2 buff, to 60% and 50% respectively, with that rate unable to be raised in any way.
Maybe these do disappear from your hotbars later, but Hasty Touch was, at least for me, the workhorse of my rotations from mid-20s until late 40s, (i.e., yesterday). Now, I don't see any point at all to these two abilities ... except maybe as conceptual predecessors to their Focused versions.
And forgive me, but that sounds awfully elitist of you. "Oh, hey! *I* stopped using that at high level so you should, too." Didn't say my way was the only way, but that was the fun of the system: there wasn't one way to the solution. I chose MY particular way for CP conservation, as well as more chances in the event of failure. And it could reliably get me to hq in the event of good or excellent conditions not popping up--which, as it has been for me, they show up less on high level crafts (might be different for you; if so, kudos). It went:
Inner Quiet
Waste Not II
Steady Hand II
Patient Touch
Patient Touch
Hasty Touch II ~ till end of SHII or Standard Touch if, by that point, I was close to having the bar maxed out.
If the quality was really high--or the RNG really hated me that round--then I had a Master's Mend/Manipulation and could use that to finish up. Then it would be SHII, HTII till I was finished or on the last two of SHII to which I would use Byregot's Blessing to make up for the quality I didn't get--usually coupling with Great Strides. Once quality is done, finish up with Careful Synthesis III.
Sir or Ma'am:
I am unhappy with the recent crafting changes. The crafting mini game used to be fun for me and is no longer fun. As a result, I have decided to cancel my subscription since, as a consumer, that is the most effective way for me to signal my displeasure to the company regarding their product/service. I am very tired of watching MMORPGs that I enjoy go slowly but steadily downhill over time. It's inevitable, I suppose, but tedious all the same. Be well!
I will say that with such low chances of success, Hasty Touch, Rapid Synthesis, and Patient Touch are effectively useless as far as I am concerned.
I will not use skills with such a huge chance of failure. If SE intends those skills to be the only way to accomplish high end HQ crafting, it will effectively push me out of the crafting scene. With that said, that might not be SE's intention. They may simply expect that proc based skills like Tricks of the Trade, Focused Touch and Focused Synthesis play a bigger role in high end HQ crafting and thus limit how much impact macros can be used for such.
But as they are, 50% or 60% chance skills are dead on arrival in my opinion.
That's essentially it's ONLY use case now though. It went from a skill you could use plenty, being the main skill recommended to be used at lower levels, to a skill that is only ever worthwhile when your back is up against a wall.
I'm not saying that having a skill like this is a bad thing, but it used to be plenty more enjoyable, even if it failed multiple times in a row.
Tbh this entire update feels like they gut the system, removed most of the interesting bits, and left what the macros were already using. Heck, my macro for making syrup actually got shorter with the update, and I'm not even well melded!
Give them time, maybe they'll come up with more conditional procs for Hasty Touch and Rapid Synth.
With such a huge overhaul they are probably watching and listening for player feedback. There's always growing pains when it comes to overhauls.
No the system isn't perfect, but after spending all day having fun crafting where I could never find it fun before, I have to say that they got something good here with the spirit of what they're trying to accomplish. Let's try to support them with good ideas rather than grumble about what isn't perfect.
I really wish I could be positive, but I can't see what they've changed, only what we've lost. A few things here and there cost a little more cp, but the rest of this patch was just removing interesting tools. You can't MAMA if you don't have good cp melds,you can't use patient touch before reflect letting you start out with 6 IQ stacks with little risk, and you can't be skillful with comfort zone. (using it as soon as it expires without wasting a turn on your other buffs) Basically, alot of the nuance of crafting was removed without replacing it with anything that feels meaningful.
I don't want to be negative like I was with the dark knight changes, since those ended up rather good, but I was not expecting to keep using the exact same rotation as before. I was ready and willing to re-learn crafting with a re-vamp, but that didn't really turn out as expected.
Keep having fun with the new system, I'm glad you're able to! I just wish I was having fun too.
So, let me get this straight. You are complaining that your way is heavy with RNG. Someone posted a macro that does not use said RNG abilities, and you are still complaining.
You are refusing help, and saying it is to hard, and then when someone called you on it, you decided that the appropriate response was to call them an elitist.
As they said before, you are just like the so called "ice" mage refusing to use anything but ice spells.
At this point, being given the information, if you continue to use hasty touch and/or rapid synthesis because "that's how i've always done it" you have no one but yourself to blame for the issues you are having.
-looks up at high horse- -sips chai- First off, homey, reading comprehension would help you out immensely. I never said "too hard," I said I agreed with one of the posters I didn't like the direction it was going--specifically in reference to the loss of Steady Hand. I didn't ask for help or to be given a way nor refuse any offered. Go back up and READ and show me where I said that specifically. I'll wait. =P
Secondly, you obviously don't know your skills. While, yes, if you were to use Hasty Touch or Patient Touch without anything, you have a 50-60% chance of success, Steady Hand II bumps that up by 30%. What's that? 80-90%! Oh my, that means only a 10-20% chance of failure! Not so heavy with RNG, now, is it? =P
Thirdly, I never said of any actions I was or wasn't taking, so take putting words in my mouth and shove it, most sincerely. ^_^ Obviously, I'm going to have to figure out something else. If you gonna come at someone rude, at least come correct. kthx bye. =P
Clearly you've never had a gathering chance at 99% only to fail it five times in a row.
Reported percentages in this game aren't great measures of success rate. I expect anything below 100% to have at least a 10% chance of failure, and that's a lot higher than you're giving it credit for.
But hey, it's your money... waste away.
Agreed. I don't really see myself using those three skills.
As for the changes, I haven't had any issues with them. The harder crafts do require you to pay attention a bit if you're not uber melded with like 550 cp (I'm only at 518), but I succeeded at crafting 3 pieces of the new HQ crafting gear so far, getting easier with each piece, of course. The third piece was easy enough that I probably could have almost finished it without Intensive Synth and Precise Synth procs. The easier stuff will still be macroable without issue.
And Trained Eye is a godsend for saving time on lower level stuff or customer deliveries.
Whew.
I think it's finally time to call it a night.
I will have to say though, that I've had the most fun today than I've ever had in FFXIV for a long, long time. I was on.... wow. I logged on at 9AM to hurry up and get the pixie tribe quests before the reset.. took a brief respite to do daily WoW stuff for like half an hour, got back on FFXIV and... I logged off briefly to take a 2 hour nap and got back on, so... hmm. I'd say... 9AM-11PM, minus 3 hours-ish. That's like 11 hours.
I never play FFXIV for 11 hours in one day lol.
I had a blast! It was awesome, and most of it was crafting and gathering.
Yeah, I had a great day myself. Got the exact mansion I wanted to move to (Mist plot 45... those sunsets and that view), best the raid, did my beast tribes, the MSQ and got 3 of 6 piece on the new HQ crafting gear made.
Tomorrow it's new ex-primal, collectible turn ins so I can finish crafting the rest of my crafter/gatherer sets, and decorating the new place.
Yeah, all of my DoH was 70 this morning.
Got on, bought myself a full set of 71 clothes, and used a crapton of Levequests (I had 100 sitting on me) to get each class up to 71. Then I bought a few HQ tools and made the rest (I had a stockpile of deepgold on me from trying to get miner up a few levels a few weeks ago).
All said and done, 4 of my DoH classes are 72, BSM is more than halfway to 75 (!!!), I made myself HQ Bluespirit tools for BSM, MIN, and BTN, and all the other classes except FSH have Lv71 HQ tools. FSH had a scrip weapon that appears to be better than the Lv71 HQ Rod so I didn't have to make that.
So ... I'm all decked out. now I just need to get WVR, CRP and LTW to 74 so I can make the Lv74 suit of clothes for both DoH and DoL then I'll be fully decked out again.
Seeing Bluespirit Ore go from 75% success chance to 95% success chance because I made some tools myself was such an awesome feeling. No more getting ripped off at the MB at 200k+ per tool anymore.
EDIT: Oh, and I made a bunch of Lv70 weapons for some DoW classes that are close to getting to that point.
Ty Liam for posting your macro :)
I have not tried crafting yet since patch since i went straight to unlock and do Nier and Pixies tribe
I had a wonderful day, also. I logged on, realized that crafting doesn't function anymore, then logged off of FF14 and played SPGs instead, after cancelling my account and my wife's account. So, there's $50 a month that SE no longer has to make payroll and pay for electricity to run the server room AC, and, obviously, to pay dividends to Shareholders. And, SE doesn't get that money back until they make pre-80 Crafting function again. At any rate, devs don't generally show up and destroy already-released SPGs:) The wife and I are watching scary movies today, but we might play some Borderlands 2 later.
I've adjusted to the changes and have no real complaints of significance right now. I don't know if that will change with Ishgard crafting or future tiers of crafting but right now it's business as usual. I can guarantee HQ the toughest things (for now) and that's all that matters to me. We'll see what happens in the future.
So anyway I have not read this entire thread. I logged on last night just to do main but looked at my crafter and the amount of skills gone from my hotbar was crazy..
I have not done any crafting but a friend was telling me a little about it and was not happy.
Steady hand gone? Does that mean crafting is more about RNG again?
Everytime SE tries to make things harder they add RNG and their RNG stinks.
I have not tried crafting but I hope this aint true.
Crafting and main story is the only reason I still play and I hope they did not mess up crafting.
Steady Hand is no longer necessary for the most part. The only skills that are basically boned without it now are Hasty Touch, Rapid Synthesis, and Patient Touch. For the time being, these skills are entirely unnecessary to use for max level crafting so the lack of Steady Hand has zero impact. All other skills that had lower than 100% of success have been changed to have 100% chance of success outside of Focused Touch and Focused Synthesis which require Observe to be used prior for 100% success (exactly how they worked last xpac).
Basically once you get your action bars sorted you'll have to figure out new rotations (or find them on the forums or elsewhere). But once you have your new rotations figured out, it should be business as usual as far as HQ crafting goes. RNG is entirely circumventable just as it was prior to 5.1. This may change in the future, but I don't believe it will change beyond requiring us to take advantage of good/excellent procs intelligently.