Were it not for crafting solvers such as Raphael that hand you near enough the most optimal solution for a given stat point, even if we excluded this solver, the crafting suite is dramatically simplified from how they used to be.
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Everything else aside, what made you think shb was terrible? That is, insofar as i know, the most beloved expac ff14 has made. I'm interested in what makes it fall behind so severely. Bear in mind, your answer(s) might be answered in later expacs, but I think this is a really interesting topic to address. The current split with ff14 players seems to stem from shb, so knowing why it's unappealing could be worthwhile.
its not the story that folks seem to dislike. it was the content which has been the same since then
HW - final part was
Aetherochemical Research Facility - dungeon which you were getting to a location
Singularity Reactor -
SB final part was
Ala Mhigo - you were trying to kill zenos in his castle
Royal Menagerie - killing zenos pt2 (ongoing)
SHB final part was
Amurot - how the final days were came in history of etheris
The dying gasp - fighting the hot ascian with the power of bert & ernie
and this is where it gets repetitive for folks
EW
The dead ends - how the final days came in the universe
the final day - fighting angry twitter with the power of love and friendship
aaand dawntrail
Alexandria - how .. the storm serge came in history
the interphos - fighting AI with calm orange cat
even the inbetween patches use the historical replay and/or revist of everything already done-
heroes gauntlet SHB running back to the CT revisiting friends and comrades
Luna Subterrane EW - historical recreation of the past of the 14th
Meso Terminal DT - historical recreation of calyx past
NGL the main story history i eat into that.. but i see why folks are tired of the same thing occuring at the end of the expacs. and inbetween expacs
plus multitude of raiding and dungeon and other things were
cookie cutter cut out of SHB
and made into perma formula going forward.