Originally Posted by
Maeka
Because newbies don't know how to actually do that without a macro?
A Macro is a list of step-by-step instructions, and I'd be willing to bet that a large number of people using them have NO idea what those buttons actually do or why it works in the first place. They just click one or two buttons and boom, done. They have no actual idea of why the magic happens.
I myself dislike crafting macros for pretty much this reason. I've told myself I won't use them even if it means me not ever crafting a high-end product while it is current. I'd rather actually learn how the system actually works, so that when I make something, I can truly say that I made it, and not some random dude who told me what to push in what order.
I don't mind receiving advice, and then studying why the advice works, but I don't want a "Do this, then this, then this and then that to have it work every single time" ... kinda feels like it makes the entire system redundant. What's the point of those 40 some buttons when you can condense them all down into one or two macros?
Why not just get rid of the system altogether and make it "click button get thing if stats are good enough"? That's basically what we have with macros.
I would support making all craft actions non-macroable to be honest. Make it so that any ability from a DoH class cannot be used in a macro.