When will every one see that this gear is better then DL gear.This being said i do agree that 9 is to much but its an upgrade and should cost more. I believe 5 or 7 would be perfect.
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When will every one see that this gear is better then DL gear.This being said i do agree that 9 is to much but its an upgrade and should cost more. I believe 5 or 7 would be perfect.
We know crafted is better than darklight, But not before HQ with 1(2) or more materia, but it is NOT better enough to spend tokens on crafting mats vs darklight, that is what the whole bottom of the front post explains.
Points of claim, look which has way more steps:
Leveling battle classes and getting dungeon gear -> Run dungeons a few times for Darklight -> Get ilvl90 gear after accumilating easily obtained tomes of mythology
Takes WAY less time than:
Leveling battle classes + leveling gathering classes + leveling crafting classes + crafting gear -> Craft or purchase the best crafting and gathering gear possible -> spiritbonding + converting gear to materia Note on Spiritbinding Ilvl70 items would be totally wasted if they get filled with grade 3 materia, and the only way you get G4 Materia is spiritbonding ilvl55 gear, and it very rarely created when converting. Ilvl55 gear also takes a VERY LONG TIME to spirit bond, much longer than the ilvl50 and below gear even when using every single one of the +spirit bond jewelries. Normal gear takes a good amount of time too. Don't be swayed by how fast that lowbie gear you were leveling up with spiritbonded, you're going to be repairing that ilvl55 gear MULTIPLE times before it reaches 100% spiritbond.-> Repeat spiritbond proccess a great number of times for both crafting and gathering gear -> meld gear -> multi meld with possibility of failure - Finally craft AF gear -> Repeat spiritbonding + materia conversion and melding process to meld to new AF gear -> Reach required level of craftmanship and control to craft ilvl70 items -> Run dungeons far more times than you would run them for just darklight for the tomes needed for the crafting mats -> craft materials for gear, purchase the ones you cant craft -> Attempt to HQ (if you dont have every crafting class maxed and "get it" then good luck) or else you just a piece of crap.
Finally: Be upset that barely anyone needs your Ilvl70 crafted gear by the time you finish all of this, and you can barely sell it, so consider it crafted only for yourself.
I hope you know you have to all of that.
Important:
You may look at a legacy player like me and think it doesn't take that much time, but know that I had countless of mats from various levels saved up, as well as everything to 50 already, as well as almost 100 gr3 cracked materia and almost 80 grIV cracked materia to skip MUCH of the spiritbonding phase. It still took even me a decent amount of time, given that I have a job and sleep, to make all of my Gather what I was still needed AND create my crafter/gatherer AF gear AND do the battle content + Story. Imagine if I had to go out and do it all over again. I would have best spent my time leveling up battle classes and focusing on primals and bahamut than to jack around with crafting and gathering.
So crafted gear should be the "new player's welcome" gear?
No thanks.
Also where's the sandbox direction? AF gear? Like, "Woah grats player, you are level 45, heres some gear which completely makes armor rank 40-55 USELESS.". And dont tell me you can HQ it and its better, the cost of making this(ilvl55 btw), lets say the craft log 45+ is the LOLzone, these are not the recipes you are looking for) on my server is about 40k gil + a sum for HQ = lets say 50k gil. Who would pay 50k gil for +2 to all stats and some materia slots that CANT accept basic stat materia due to caps? I wouldnt, and I dont blame others as well.
If I wanna play a MMO as a crafter, I want people to use my gear to kill dragons and stuff, not farm tokens for their ilvl90. Its all about imersion(i.e. O.o That legendary armorer whose shields could block even Odin's blows).
I d suggest you try and level a craft to 50, buy/get mats/craft your AF gear, spend LOTS of time bonding with craft gear for materia farm, meld and overmeld your AF gear while losing a LOT of gil on failed melds, finally reach the needed stats for ilvl70 and then say that again with a straight face.
Sorry if this came off a bit aggressive, its just that this was a huge blow to me after doing the above process. (And not to mention ARM rank 50 being prolly the most useless craft, unable to sell ilvl55 vs all the weapon/tool/crafter set crafts who have a proper relic quest to keep their high tier craft safe....).
Completely agree with this!~
I thought that it will be cheaper to buy my own materials (Coke) and make Darksteel armor, since I have my crafter class at level 50. Then after I read about darksteel gauntlet need 9x Coke. (which cost the tome in amount 125x9 = 1125)
... Now, I question myself of why I would build a darksteel gauntlet when I could buy darklight gauntlet which is stronger for only 495 tome...
Let's take a look : 1125 tome vs 495 tome here!! and the 495 tome one is stronger!! (unless you could make 1125 one to be HQ, but might require a few attempt which mean possibly cost 2250+ tome to make it )
This price is totally unfair, I only think they do this by keeping in mind that v 1.0 players used to stock those Coke before the 2.0 and they want them to spend all of those. However, this is totally unfair to those who doesn't stock these items up in 1.0
Well thats not what I said. My point is that currently this gear has a place and harmonizes well economically in the long-term. Could they do better? Probably. I'm just not prescribing to the hyperbole in this threat that crafting is absolutely useless. I would like to see Square open up a dialog with players about what they'd like to see to engage crafters more, but I can't imagine that happening anytime soon.
Because you can completely circumvent the crafting and gathering system and end up with the best gear in the game, faster, it should cost more? Kinder words: that logic is jacked. You also fail to see THEIR reason for this change: the attempt to extend the longevity of existing content. Do you think they accomplished that, given that people from the brand new servers, non-legacy people, are clearing labyrinth of bahamut? You think making the mats for ilvl70 crafted gear cost an unreasonable amount stopped or slowed them down. Games been out for less than 2 weeks and the entire extent of the current end game has been done and done. No, they accomplished nothing, and no reason you can make up beyond their own shitty reason can justify the hand of death they dealt the crafter.
Relic weapon bitches, thats all we crafters are good for right now. They might as well make the entire damn weapon drop from wanderers palace instead of parts and kill us completely. Only people crafting or gathering right now have absolutely nothing better to do, Maybe holding on to hopes that something will finally one day come of the extra work. There are many more others that prefer to just stand around doing nothing than to waste time with the BS system. It is all just like they made fishing into: something you do while waiting for the duty finder.
http://forum.square-enix.com/ffxiv/t...81%84%E3%81%A6
Not the only ones that agree with the faultiness of what they did. This has more likes than my post, I think I'll post a link to mine there.
Just wondering, what is the japanese side saying to this (post as 60+ likes :O).
The same thing I added to the bottom of the first post. The cost is unbalanced and they are not worth it. Also that even tho previously 250 per ring would have been too little, 2250 per ring is far too much.
Also on that note, had they had actually balanced the material requirements vs the reagent amount needed for the base material, we wouldn't have this disastrous failure.
Some examples of what could have been done:
Chage the base recipie of the mats for some to require 2 and some to require 3.
Metals: 3
Leather and cloth:2
Alchemy products: 2
Adjust the required materials of items that require only 1 item.
Heavy darksteel armor: add one darksteel ingot, one rose gold ingot, and one hard hypogryph leather. Same with legs.
heavy darksteel gauntlets add one rose gold ingot.
Vanya robes add one more Vanya silk and one rose gold ingot.
Vanya hats one hard hypogryph leather and one vanya silk.
Pants are fine as is. Belts continue to require only 1 item.
All jewelery to take at least 2 rose gold ingots or one ingot and one radiant astral eye.
etc for the other armors and weapons.
Next lower the price of the tomestone materials to 100 each. Now you have heavy darksteel armor that costs only slightly less than darklight, Pants that cost only slightly less, rings that cost slightly more than darklight. Belts that cost slightly less, but overal the crafter is required to craft more, making them even more dufficult than previous.
this is actual balancing attempt. What they did was not an attempt to balance anything. And for those that still think they did, take a look at the requirements of the 2 star alchemy potions and ask yourself who's going to spend 1125 tomes on some consumable. That is, at the current prices for the mats, almost 1mil for some potions. Sorry but that's not gonna happen
Leveling up all the Disciplines of war and disciplines of magic first and participate in all the dungeon content before ever touching crafting is what I meant.
Also, I would like to point out something I noticed when typing up that balance suggestion. Heavy Darksteel Armor and Heavy Darksteel Flanchards are actually the only 2 pieces that are worth getting the materials for through tomes, as they still cost less than darklight to make. My suggestion actually makes them cost only 25 tomes less than they currently do, but balances all the other ones to cost an amount that goes with their slots used.
This however is another thing that presents a problem in he economy: the real value of a Darksteel ingot. Since it is totally worth it to run dungeons for the mats for a darksteel ingot IF you intend on making heavy darksteel Armor or flanchards out of them, then that particular ingot would actually be worth less than an ingot that is going towards a Darksteel Haubergeon, Because that one ingot worth 1125 tomes will make a head and a chest slot, while it will only make a chest slot for a hauby, and you need another 1125 for a head. This is the same way with the other pieces and a little more evidence of no attempt to balance with their change.
Can you buy the coke from other players?
People with spare tomes, they buy the item with their tomes and then you pay them? On my server I see people in revenant's toll advertising to buy peacock ore I think it was, which is 125 tokens and they pay 10-15k per. It's a good way for people who just dungeon run all day to make some money and the crafter doesn't have to run the dungeon and on my server at least the crafters are all insanely rich(and its a non-legacy).
Obviously not a solution but its something. Not sure about the coke, I'm just guessing its tradeable like the other materials on the tome vendor.
I have a comment and question that I think haven't been discussed yet.
Comment: Crafting 1-49 isn't useless because you get gear from quests. It is useless because you don't need gear to do FATES, which are the best/fastest way to level a battle class at the moment. I leveled pld and blm to 50 in 5 days or less each FATE grinding with nothing but a weapon equipped. Never once did I think, "If I upgraded my gear, this would go alot faster", a thought I had every 5 min in FFXI.
Question: Why is AF2 better than fully melded HQ crafting gear, at least for DPS? I understand stat caps make it so you cannot meld your primary stat into the item, but it seems you can get much larger amounts of crit/det/speed/accuracy. Is it at simple as those other stats just aren't as important as your main stat for DPS?
Af2 is better than melded for 2 primary reasons
1) you cannot raise the defense and most important base stats, vit mnd str dex pie and int in ilvl 70 crafts. These stats do have a major impact on your performance, especially for tanks. Af2 will give a paladin or warrior a ton more hp and defense over ilvl70 crafts. For healers those and the pie will be higher, giving you more mp for long fights.
2) content will have ilvl limits now, and say there is one that requires ilvl 80 average to get in. No matter how much materia you stuff into tge crafted gear, your ilvl wont increase and you'll be barred from the content. The only thing that will be better than an ilbl90 drop is an ilvl90 craft
I appreciate the response, but I was really only asking about DPS as the defense and VIT bonuses you get are somewhat negligible or it could at least be argued that they are.
1) I guess the crux of my question is what is what is more valuable to lets say... a DRG.
43 of your non main stat like acc/skill speed etc ( i guess a little bit less for determination because you only get 6 instead of 9, then again how does det scale compared to others?)
or 9 str 11 vit and 5 def
If 1 str = 1 of any other stat or at least 1 det, then it seems obvious the crafted gear is better, but like i said STR might be way more important and that was what I was asking.
Or is there so many caps that you couldn't get 43 other stats from your materia?
2) Have they come out and said the requirement will be iLvl based and be as high as 80?
These items should drop from random mobs in AK, I agree that the cost of them is way too much, the crafted gear should be the place holder before Darklight not in direct competition.
Not that it is in competition because it doesn't make sense to make that gear due to tome costs.
Edit- I would be totally fine if this high level crafting gear was Unique and Untradable, meaning only the person who makes the item can wear it.
Make the mats easier to obtain and everyone wins.
Why shouldn't a crafter get an advantage if he has taken the time to level up a craft, gather the materials and finally make the item, It's no easy task to make these items even when you have all the mats.
I havent looked at the specific stats of drg gear, but I will say the jump from ilvl70 to 90 is pretty big.
And they probably wont have any of the current content require over lvl70 gear, but I think crystal tower would be above that and if winding coils was duty finderable it probably would be over 70.
I'll also add that ilvl90 weapons, even 80, are way better tgan the crafted. The physical and magic damage component has the biggest impact.
Another problem has come to me as I think about ilvls and ilvl limited content. The problem is unchanging ilvls between nq and hq crafts.
Nq crafts are not and never can be better than hq or darklight. Main reason being is that the defenses cannot be increased in any way. Not only that, but a player would have to spend materia slots making the primary stats match that if darklight.
Nq ilvl70 is about as strong as ilvl60, but content that requires an average ilvl of 70 or close to it will allow people to enter it with gear that is not really at ilvl70 str, and thus they are really too weak for the content.
It becomes a very bad decision not to have the ilvl of crafted gear increase from nq to hq. This is actually off topic and deserves it's own thread.
A final concern of mine is that by the time they do actually make these crafts cost effective, it will be too late. The damage imo has been done and cant be mended until they add higher ilvl crafts, if they do... it looks to me like they have decided that these crafting concerns arent worth a response and it will be brushed aside until 2.1, if they even do anything about it then.
Good concern and I agree with the final statement, the damage has been done. By 2.1 people will have their Darklight/AF+1 and who says if this will be addressed at all ...
I will still make 1-2 pieces (DS Haubergeone, Gry Tunic) because I like their look better and because I have multiple stacks of cracked III/IV and all crafters geared/leveled anyway.
Bump for continued mod/dev attention. If Yoshida doesn't speak of this during the mini-live letter, there better be some answers shortly after. Prefer them sooner than later, its been long enough and SE ARR devs should know by now their plan to extend the content by shafting crafters failed miserably. 2 Relics now and never needed to touch a ilvl70 craft for either of the jobs.
time = money
You can spend that time farming dungeons or making money and buy the items from the AH. Eventually people will get capped out on DL items and have left over philosophy points from farming mytho tomestones and the price will get cheaper.
Also the ilvl 70 gear is way better compared to DL when HQ'd(super easy to do) and melded (5x is not that hard because you're usually using a tier 3/2 materia by the time you get to the 5th meld). I HQ the healing hat/body/gloves/hands/belt and melded them with all x5 materia. The secondary stats stats I think are pretty close to ilvl90 secondary stats but definitely blow DL out of the water. I'd have to double check but I think from those 5 pieces I gained ~80 spellspeed ~55crit ~10det ~5PIE over DL gear.
continued
I think its going to take ~3 months or something to get ilvl90 except from coil? If you are doing multiple classes that's going to take a while before they get gear. So if you actively play another role they are a good investment. I wouldn't say you need them over DL gear, but they are a good alternative.
Calculated my Vanya over DL
MND -1 :(
PIE +8
Determination +7
Crit +64
Spellspeed +86
VS AF+1 WHM
MND -31
PIE -27
Determination +43
Crit +64
Spellspeed +21
Ilvl70 does not come close to ilvl90. Dont try to compare those.
One can say a caster and dps could possibly get away with using ilvl70 jewelry at least and socketing vit, but even then, common crafted jewelry can have enough to have extra leeway on party wide damage. However a tank absolutely cannot settle for the lower ilvl especially in armor pieces. The extra def will lower your damage taken, the extra vit will of course increase your health, and the extea str will increase your damage thus agro plus extra block amount. You cannot increase any of these 3 items on crafted hq battle gear, and they are by far more important to the tank than whatever extra you decide to put on save parry.
What good are you if you are capped at ~5400 hp when the boss future bosses will hit you for that much faster than a healer can get you back up. Titan extreme you can expect that from, as his mounrain breaker on hard can already hit a paladin for 4000 on a good day.
Plys I already mentioned, but ilvl restrictions are coming, and ilvl70 crafted with all the materia in the world wont do you any good if the content requires an average of like 80.
Best not believe this stuff will be timeless. You will replace it, either with drops or with crafted of higher ilvl. The higher ilvl will win
The sad thing is the above poster is absolutely right -- iLvL90 items absolutely trample over iLvL70 HQ penta meld Tier IVs. You might be looking at the maths and go into denial but there's something in the coding that doesn't show from plain stats.
My cure I was hitting a medium of 820 with a HQ penta meld alkalurops, when I switched to relic the medium became 990 -- a friend of mine with a Thyrus +1 was hitting 2000HP cure I crits.. The secondary stats on my alkalurops surpssses Thyrus by miles, and yet in practice it did not go the way it propitiated.
I would say the same idea goes for armor -- more defense and higher HP means a OHKO becomes a two-shot -- it is so crucial as you progress along coil.
The other sad thing is one can only obtain spiritbind with iLvL70 items while inside coil -- meaning on a new server all T4 materias will be coming from coil spiritbind PTs -- further invalidate the viability of materia-melded gears.
Yea, really no class can settle for the lower Ilvl. Everyone will need that extra HP, defenses, str, dex, vit, whatever your MAIN stats happen to be to survive the shitstorms that will happen in extreme primals and hardmode dungeons. I have Omnilex and I will never downgrade to Dues Ex Gratina just for some stupid materia. I would have to grind out sacrifice gear to even make that materia, and the item still wont be better than my omnilex. Waste of time.
Making ilvl70 crafted gear take this much pain and waste to craft really killed them for anyone with sense enough to see the above. Restating: Just get your darklight for now, get your relic, Go play around with winding coils, and you will end up with the best gear. Get some AF2 while you are at it if you like. They have killed these crafts and their viability.
I'm not saying you shouldn't at least level them up tho. If you got nothin better to do, level up your crafts and gathers. maybe someday, if they have ilvl90 (or end-game drop equivalent), crafting will become viable again, so as long as they don't think this retarded mat cost should be a norm. There ain't even no balance to the costs.
I will also agree with Jinko: I don't mind if they make finished end-game gear Untradeable, for having the ability to make better items than mere dropped SHOULD BE the reward for taking the time to level up these crafts, even if they are only for yourself.
Based on what i see, its like they are trying to phase out crafting slowly but surely. I was playing/subbing to 1.0/2.0 because the game did have a dynamic crafting/gathering system if you didn't feel like the standard MMO smash/camp. Now, not so much. It pretty much any MMO out there, best gear is dropped. If i wanted that i'll go back to EQ or something like that.
Kinda odd they went up from ~1 tomstone required item all the way up to 9.
Other than chest armor, in most other gear you are paying x3 in tomstones alone for piece of gear vs darklight :confused: .
Also you need it to be HQ + meld some materia to make it worth :/ .
If this doesnt get changed people would just get darklight and jump to AF2 from there :rolleyes:
It does feel like this, its sad really :(
They need to have these items drop in CoB, Garuda and Titan, as well at least there would be other ways for the items to get onto the marketplace.
Nobody in their right mind should be spending their tomes on these mats anyway.
Exactly how I feel. I got into FFXIV because crafting and gathering weren't typical MMO, far more engaging and actually mattered from low level all the way up. They've pretty much killed it for the low level crafter, and max level crafts have very little power gain over dropped with the best being unworthy of obtaining due to the excessive amount of time it would take to grind the mats vs just getting darklight. Even trying to make a Grade IV Materia takes a lifetime. Don't they know how long they made it take to spiritbond the crafting or gathering gear that would even have a remote chance of turning GIV?! And battle gear takes nearly as long...
I don't even know why I did a 180 day sub now. Should have just done 1 month until they showed proof of not planning to kill off the viability and actual fair cost of end-game crafting.
BTW, Japanese thread has 115 likes now. Fixed the link on the OP, wasn't working for some reason. Wonder how they can ignore us crafters for so long. Server issues are pressing and all, but they should have other people that are not working on server issues, namely the people responsible for this change, that can come answer for this mess.
Yup, sadly, this is the reality of it. No reason to even make quint-melded two-stars at any point. That said, even if it were just 1 coke instead, people still wouldn't bother because the materia alone takes much longer to create than just farming the damned dungeon, nevermind the other mats and having to pay the crafter.
Honestly, it's just an extension of the entire design. I could make HQ armors for leveling, or I could get one of the abundant Aetherial items which is just HQ with random melds. Green drops and GC items are flat-out better than anything a crafter can make. That means you're only ever just filling things out slots from poor luck or between GC sets, and easily 95% of my item sales have gone to other crafters or gatherers instead of DoW/DoM. In the endgame, there's no reason to consider crafted stuff. I've never had to meld a single level 50 item as 50 ARM or LTW that wasn't the relic weapon meld for MNK.
Crafting gear should reword players who have the skill ro make it, it should require LESS stones to make then Dark Light requires to get at the very least. If i want to avoid Dark light and HQ vanya robe set will still cost far more in both time mets stones and effort then the Darklight ever will unless my math is horribly off.
this needs to be addressed, as it stands whats the point of crafting at all?
I realized just today how many tomes it would actually take to make one item.
And suddenly I don't feel like paying a subscription for this game.
I'm hoping that the price for coke and other mats will drop considerably in a month or 2 and that new recipes such as ilvl 60 and 80 gears and weapons will arrive in 2.1. Also I think crafters will play a bigger role in crafting PvP weapons and gears.
I hate farming dungeons but love to make my own gear and to me this seems like a pathetic attempt to subsidize players who do nothing but run dungeons by forcing me to buy ridiculous amount of mats from them. Well I won't, purely on principal. I will wait until 2.1 and hope they change this. If they don't, well by then I will have finished the main story and will be taking my leave of Eorzea. It's no longer a place where a crafter or gatherer can live happily.
i do agree the coke is overpriced, stupid price really but don't increase the requirement! full hq isn't enough for both requirement and materia is too damn expensive
maybe legacy server doesn't have this problem, but new server materia and crafted thing is still expensive
The part that bothers me was the reason that this change was made.
There really was not.
There was just a little update between Phase 4 and Early access that stated adjustments were made to NPC purchasable materials to extend the life of the content.
That is probably the most slap in the face we don't give a flip about crafters update i have ever seen. There was no other reason to do it and there was no other update around that time. Just a single silent kick in the gonads.
I try not to think about it too much as the more I do the more i start looking at other game options. I also don't see how it did squat to extend content as due to the cost the community has pretty much just skipped it and act like all of the 2 star gear does not exist.
If they do reverse it in the 2.1 patch there won't really be a point as everyone will have already long since moved past it. They even made the accessories (requires more tombs than gear) and 2 of the craftable minions unobtainable due to that.
In general though I have moved on and don't even waste my time looking into making those, so if they fixed it would not notice anyway, and I seriously doubt the rest of the community would either.
In the future if they fix it they would probably just become spiritbond pieces for making tier 5 materia which is a shame because it is some of the best looking and most unique gear there is.
So many stupid things happened between Phase 3/4.
The change to Dark Matter being farmable, how many coke it takes, etc. It seems to me they're doing everything they can to screw players and slow them down from eating through their tiny bit of content. (2 4 man dungeons at 50, really?)