Want to practice rotations use a crafting sim that way only thing you waste is brain cells. Saves loads of time which is better then failing multiple times trying to figure things out wasting mats and gil.
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Want to practice rotations use a crafting sim that way only thing you waste is brain cells. Saves loads of time which is better then failing multiple times trying to figure things out wasting mats and gil.
So you think that being able to raise Quality without spending CP 100% of the time is balanced?
You kidding me?
That means that I can take a 60 durability item, and with 600CP, I could just Hasty Touch away and do 3 Waste Not II's, and 3 Master's Mends for a total of what again... let's see, WNII is basically giving you 30 durability, so that's 90 durability + the 60 you started with + 90 more from the Mends... dear God, you are saying I should be able to get 240 Durability, that is, 24 Synth/Hasty Touches on one item?
lol.
Simple solution: Just don't use Hasty Touch and Rapid Synth? Tada. Now your crafting is all about "managing CP while trying to get HQ and getting your control/craftsmanship stats up at the same time to make your abilities more effective."
Literally, they've already implemented your idea. Crafting is indeed about managing CP (kinda always was) while balancing how much HQ you can push (again, basically always was). The RNG was the old system. Now, you can more precisely assess your CP usage and durability/quality.
Or, am I missing something here? Is there mounds of RNG still bound up in end game crafting that I haven't gotten to? Cuz it all looks fairly straightforward where I'm standing.
The macros I had were never used ! I'm not a lazy crafter I did all the stuff on my own ! As for friends there aren't very many know much bout crafting! My connection speed is far too low for the macros that were provided ! I will continue to research the game ! I've almost maxxed out all my most of classes! I will figure out what works or just craft level 70 + gear!
... What? If Hasty Touch were 100%, CP would be solely used for retaining durability and nothing else. This would trivialize crafting entirely. Zero thought.
That said, 60% is too low. The cost of a failed step is already fairly steep. 70% would be make the skill more attractive.
I enjoy the new skills and deleting obsolete. But honestly the game happens on Teamcraft. Ones you have found the macro you are just coming back to Ff14 for grinding. That's not really fun.
Plenty of people craft without using Teamcraft and the simulators. I don't use them because I don't like that website. If it's not fun to you to look up rotations then come back to craft...don't? Crafting is so much simpler now that there is very little "need" to use a simulator or look up a rotation. (Not that you "needed" to do that before.) Crafting is still fun. Actually the great thing is that there can now be multiple ways to complete a craft that are all roughly equal in time investment.
Eventhough I'm a baby crafter/gatherer, it was certainly a little challenging before but now professions are way too easy.