Originally Posted by
CHunterX
It's very simple: There should be three ways to collect whatever the current max ilvl gear is (currently ilvl 90 outside of mainhand); Tokens, RNG drops, and crafting. The rare materials for the crafted gear should NOT come from the same sources as the tokens and treasure drops, as it defeats the purpose of crafting said gear if you are doing the dungeon that drops equivalent gear for "free." I believe some sort of FATE/Levequest/supply system designed for only crafters/gathers to participate in that rewards high level crafting material would be more inline with making crafting and gathering relevant.
Since they've already thrown in Token materials (which I hope they don't do again), I suggest that all two-star crafted gear get bumped up 10 levels. Currently, ilvl70 armor is actually ilvl55-ish stat-wise, with the HQ being the proper ilvl70, this extremely misleading. I suggest a change to ilvl70 with the HQ being ilvl80. HQ gear should also be listed as a higher ilvl. The two-star gear takes far more time and effort to craft than simply buying ilvl70 darklight outright; to be only slightly better once you spend hundreds of thousands on materia (and outclassed once you get ilvl90 gear outside of extremely overmelded accessories) is pure nonsense.
Finally, every piece of equipment should have (removable) materia slots and be dye-able. I honestly can't fathom why they bothered to carry over materia and add the awesome dye system (and even implement a dozen new dyes in 2.1!) only to limit it to high-level crafting and gathering gear (the latter being nearly pointless to materia regardless). Materia should also increase ilvl (as far as I know, it currently doesn't).
tl;dr Make crafting the third way to obtain max ilvl gear, along with the current token and raid system, and keep the materials out of said token and raid systems. Not only would these changes make crafting relevant, they would make the armory system itself more relevant by adding another way to gear multiple classes.