Note that alchemy gets to make its potions three at a time.
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Food yield either needs to be changed to ~6 per craft or the food effect needs to remain upon death. Completely agree with the OP; the system is flawed currently. I use Deviled Eggs on my BRD, but in one night of Coil runs, I can burn through 30 foods with total cost in the neighborhood of ~30,000 G and this is with me making my own food.
Completely agree with OP. This is what been holding me from choosing culinarian. I mean, I'm suck IRL cooking stuffs. Here I want to cook this and that and the joy of electronically digest the food you make on your own,,, it's priceless.
exactly. How about them turning that eternal weapons/armors destroyed upon death? lol, I would be very very sad.
I did not notice this thread existed before making mine (http://forum.square-enix.com/ffxiv/t...th-must-happen), but obviously I totally agree with the urgent need for a lvl 40+ Cul recipes buff so people find a reason to spend thousands of gil to craft them.
high end cooking is pretty goofy
like look what it takes to make the top end healing food, pineapple ponze cake
2 clusters, a rare node item, 2 items farmed from monsters, and 2 items you need to craft beforehand
for one 30 minute buff item that doesn't last through death and gives stats on par to a high end ring.
It's like 30 minutes of work for a 30 minute item
and that's for one that doesn't require tomestone bought ingredients
As it currently stands, any CUL recipes that have 1 or 2 star attached to them are simply useless. Not because they suck but because they're cost ineffective and require insane crafts to produce.
The L48 - L50 recipes can be crafted with ease (even the HQ versions) and the mats don't cost that much.
I agree with the OP that CUL needs to be seriously looked at and tweaked in regards to the end-game recipes.
PS - I feel that making money with CUL tends to be easier. People do buy food, even non-HQ food, for quite outrageous prices. If you're a CUL, take advantage of this before other CULs get to 50.
You all are crazy. Look at the boards, people are buying tons of food. You can have lots of fun cooking all sorts of mid tier foods and selling them for a huge profit!
Thats what i've been doing, yall just need to chill out and not spam end game dungeons.
Didn't you know this? That when someone dies they shat their pants? (South Park reference) This is why the effect of food wears off. :P Seriously. But yes!! I do agree that it's REALLY stupid that the effect of food wears off when you get KOed! I don't think it was like this in FFXI.
I had several thousand of every kind of shard from 1.0 when I started playing ARR. Over 3000 wind shards and i'm down to about 500 after processing lots of gemstones and making rings and stuff.
I'm going to let you in on a little secret. Those 2 star foods that require 2x clusters, those are easy. As a 50 miner I can pull 15 clusters from 1 node. Here's how:
Engage node > strike to clear prefered cluster > King's Yield II > 3 clusters per strike for the next 5 strikes.
You're welcome.
HQ foods should persist through death. Problem solved.
Problem here is everyone wants everything done today. You don't need to be capped level tomorrow. Take your time.
I love food effects.
3% EXP
+ Status for once you have great gear make a big difference.
for Gathering... the + Gathering % really make a difference when doing leaves it adds up to big gains over time and well worth the gil.
Yep exactly, no problem with the skill, you just need to be making lvl 20-30 food with your level 50 culinarian because it's the only thing that sells, why would you want to make endgame food, crazy people. /sarcasm
That's basically the issue with cooking, you either craft mid level items at a small profit but they're easy to craft and people are willing to spend 300-400g per food since that's not too expensive, or you make and sell very few of the HQ gathering/crafting food, but almost everything over 45 isn't worth crafting and won't actually sell fast or at a profit. That's because no one wants to spend 1-2k per food that doesn't last through death unless they're a gatherer/crafter(since they don't die). Simply make food persist through death, at the very least 1 and 2 star food, then it'll be worth crafting.
https://si0.twimg.com/profile_images...e94fb147a.jpeg
cooking is perfect, close this discussion, you are not able to farm some shards .. pathetic
This is not WoW, everyone here should not be able to do everything ... if you can not stand behind the kitchen .. change job
Only reason to level cooking is for hasty touch. A Culinary is just so so so inferior to a weaver or gsm. When something is as hard to make as a piece of gear that lasts forever and provides more stats you know the guy in charge of balancing DoH was probably the same guy balancing on release Starcraft.
EDIT: Forgot about steady hands 2.
I like shards the way they are, that's how I make money. I made about 3 to 5k per stack of 100 and can easily net 100k a day selling shards. It takes me about an hour to farm close to 1000 shards.
I can explain the loss of food status. Upon death we are voiding our bowels and when we revive we feel our tummies rumbling and have to eat something again to quiet this. :p
With the amount of materials and shards (or clusters), the fade upon death really needs to be removed. It would keep food the same difficulty to make but would actually make it worth it since you're not loosing it 5 minutes into a fight. As it stands now, unless you're paying 100g for a food it's just not worth it.
Food is powerful problem is economy is crashing XD
Oh I know.. make it so food is free and unlimited. .while we are at it.. let's make it god mode so it's double.. nay.. triple the stats! Now that would be a huge improvement.
You're to eager and short sighted on why it's implemented the way it is. Food is a gil sink.. they need a way to get rid of gil or the economy would inflate to the point items have no value other then how many 0's you can add to it.
If food feels expensive and overrated.. good.. it's doing its job.. those who use food "correctly" and put thought behind it are players.. not mindless grindless zombies looking to get a wow fix.
Stratagy is a complex and timely theme unlike those rushing to the end and scratching their heads wondering where the fun went. :P
P.S. When has risk been a negative drawback when being penalized for failure.. don't die and play smart and you won't waste your resources.. but to many gun hoe players always rushing.. and if you do die.. dont play if it hurts that much.. seriously.. its a game.. learn and expand your knowledge or find a slower simpler game to play.
When I started running dungeons regularly I did my best to always have food. However, once I got up to 50ish the higher end food is just too costly to justify using. Food that actually provides good stat buffs at 50 (for melee dps) can range from 3-5K per unit. I still use it for raids and such but for simple dungeon running it is just not worthwhile.
You saw repairs and taxes on both selling and buying items on the market boards right? As it stands now there are more gil sinks in the game than gil being generated. You spend money on a 30 minute food, you should be able to have the 30 minute food even if you die. One star recipes requiring both 6 clusters and one mat from unspoiled nodes is pretty ridiculous if it just fades upon death, especially since it only makes one meal. Not worth the risk. Now if they pumped out 3-6 meals per synth it'd be a different story.
Excellent idea! Thumbs up.
Looks like someone has never raided in his whole life and plans on running CM and AK forever. Seriously, that "don't die and play smart" made me facepalm myself so hard I broke my wrist...
Three points I need to make here :
1- Food is mainly relevant for those pushing high end content as you absolutly do not need food for safe stuff, other than for synthesis and gathering foods.
2- While pushing high-end content, you are expected to die quite often learning new bosses where those precious stats buffs are necessary.
3- Food is indeed an important money sink, but, as it is right now, it is NOT accomplishing that purpose because of all the issues aforementionned. Most people simply just won't buy them because of the cost : benefit ratio. I'm certain that applying some of the principles people suggested in this thread would make them more popular and become a way more effective money sink.
Food last 2 hours.
Loses 50% effectiveness one wipe/death.
If in an instance and food is eaten, it last until you complete the instance.
my suggestions.
Yeah I think SE was/is trying to provide viable markets for gatherers and cooks to make a profit. Seems like there needs to be more incentive for people to buy the food and that may be in the buff duration like OP suggested.
And if Legacy characters are having no shortages on crystals, you wouldn't think so with the constant RMT crystal seller's shout spam and naked RMT DOL with position hacks farming crystals 24/7 on Legacy Servers. I have always and will continue to use food but that comes from just habit in XI, CUL was my main and highest job. I feel naked without food in battle. lol.
While I don't mind the way food is, I think 2 star meals need to be looked at.
For example the very commonly used food for dps jobs:
- Deviled Eggs (HQ)
19 - critical hit rate - 24
11 - vitality - 14
8 - accuracy - 10
- Apkallu Omelette (HQ)
22 - critical hit rate - 27
15 - vitality - 19
9 - accuracy - 11
Now I won't call myself the best crafter but having all HQ gear, all slots filled with materia (7 forbidden melds), it's still pretty difficult to make 2 star meals in HQ without HQ ingredients. While Deviled Eggs HQ (especially when buffed with some control food) are quite easy. Also do they provide better stats (HQ), with the exception of vitality, than the 2 star meal (non HQ).
Food is super expensive here, I mean it's like 10k+ gil per use atm for the top variations atm on some servers...maybe higher on others.
At the very least it should last longer and or persist through death. Not even that other game had consumable costs this absurb.
Oh wow, food actually becomes useful later? That's good to hear. I'm definitely in favor of it lasting longer.
In all the DF raids I do I can see that people rarely have food buff icon at all, and if they do it's usually something cheap like Raisins. The benefit of food is relatively small and the cost is way too high, which just means only the super rich guys can afford it. Most near level 50 food sell for at least 1K on AH (they use 11 shards and that alone is at least 500 gil worth of stuff). Let's imagine food is now compulsory on raids, so you always have the buff and when you die, 1K gil is deducted from your bank account. How long will you keep raiding, especially against stuff you know you've a high chance of dying? That's why nobody uses food.
Please fix consumables in 2.1! I will be very sad if I need to wait until 2.2 or later!
I know the OP is about cooking, but Alchemy is in a similar situation.
Something else that is interesting to look at are the materials needed for mega-potions of ____.
Mega potions of Mind or Intelligence cost nearly nothing to make and are great for when you need 15s of extra burst healing/damage. Cost-Benefit ratio is perfectly fine.
Mega potions of Strength or Vitality need very expensive materials for the same benefit (shark oil and pudding flesh respectively). Cost-Benefit ratio is way off.
I'm not suggesting to make Mind more expensive, I'm suggesting to examine the mats for some of the other potions to bring them all in line.