Just Why???
As if the armouire hasnt cramped up already with DoW/DoM, and developers think that giving additional seven seperate left side gears are good enough..
I just want to cry~~~~:(
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Just Why???
As if the armouire hasnt cramped up already with DoW/DoM, and developers think that giving additional seven seperate left side gears are good enough..
I just want to cry~~~~:(
To drain crafters money, obviously. If you want to craft all of them, the materials alone will set you back 1-200 million gil (by my server prices, it may actually be double that)
Subscribe to more retainers !!!!!!!!!!
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Personally I'm happy the gear looks different. A cook should look like a cook and so on. We really need a separate armory for crafters apart from war/magic. Now the cost is another issue and the melding and so on so it certainly does have it's drawbacks.
I am also very happy that each crafter job gets its own gear design. Now if the meister system can really live up to its promise that you actually would want to specialize in 3 crafts so much so that you'd leave the other crafts at level 50, then I will be satisfied.
Subbing for more retainerds wont even solve it because there are 13 DoW/DoM, 8 crafters, and 3 gatherers in 25 spaces of armouire chest which could have difference in gears from difference in levels, stats alocattion, and so on.. I dont think anyone has already got all 60 on all jobs or is a normal thing to have, so each tanks and healers might still have their own gear sets..
I'm not talking about inventory space here.. So the only way to make them spacious now would probably scrapped the less used jobs and discard the expensive glamours gears in tears..
And it's the space that i'm whinning about, not the cost or gil sink..
Well, to be blunt, the new gear isn't worth it, unless you HQ it's exactly the same stats as the HQ white stuff, so you may as well stick with the normal level 60 stuff, fully melding the level 60 stuff (you would need to) just to craft level 60 stuff that if you don't HQ is worthless? Good plan SE, totally awesome, brilliant plan there.
Cause it's cool.
Just get weaver's, leather's, goldsmith's... SE will just do an artisan type set in 7 months anyways...
I like the idea, it encourages more trade via specialism. Having people a master of every craft was kinda anti-social
There are times that i need to have 2 seperate gear set for a job simply because there's a thing called accuracy cap.. I also always bring my chocobo armour for fun or any other vanity gear. Bringing them now would create more pain than good..
That's why we can't have nice things.. Q.Q
You can swap specializations, but you only ever get a maximum of three. Omni-crafting is still always possible; they couldn't take it away because it was one of the main points of crafting. Putting more limits on "one person can do anything", when that was one of the major selling points of the game, would only drive people away. It was never going anywhere, the point of specialization was to make crafting more accessible to people who didn't want to level and gear eight classes.
The real thing stymieing specialization is the fact that all the specialization skills suck.
I don't think they've ever made any statement about getting rid of omni-crafting. The main point of specialization has been to make crafting more accessible for players.
In order for a specialist to be able to compete better against an omni-crafter, they've also decided to introduce systems to slow omni-crafters down.
When I don't need to find someone else to make pissly things for me for another craft I'm making then maybe I won't.
That's why eq2 got rid of interdependency... Alchemists got to bleed everyone dry because their oils and shit were needed for every single other craft and finding one to supply you was a pain in the ass.
Specialists are kind of DOA. The skills you get for being a specialist aren't even worth using as they currently are, with maybe the exception of Nymeia's Wheel. It's not impossible to hit 60 with a single crafter, but it's not very efficient and certainly not as easy as it would be with the support of other crafts.
They've really made the level 51+ crafts interdependent on other crafts. You can purchase the crafted goods, but it'll hurt your purse-strings significantly.
As for the gear thing, I'm kind of on the fence. On the one side I love having unique looking crafters. On the other hand, it's really going to sting to meld every single crafter with it's own full set of materia.
There definitely is not enough space. There are 10 slots not including weapons to fill for each equipment set. Multiply that by the number of classes, and then look at the total amount. If you collect even a fraction of the armor sets for each class you will fill up your inventory easily.
Edit: Also, this doesn't include some of the vanity items that don't go in the armoire, potions and food, furniture, and crafting goods too valuable to part with.
The Specialist system doesn't discourage omni-crafting. In a way it kind encourages. All of the specialists abilities are nifty with some sharp punishments/hard to acquire situations. Far easier to level every class to 60 and acquire the the cross class skills.
Agreed. In practice, I think specialization is difficult for new crafters because of the high cost of materials. This, however, is more of an issue with the economy and how SE has balanced the drop rates of the raw materials. I think a lot of adjustments will be required for this to work properly.
Specialist abilities don't appear to be as effective as cross class abilities either, but it's possible that they are good enough for you to get by. The lack of good procs when working on master crafts is worrisome though, since it suggests that the level 60 specialist ability should be used, which eats up delineations (scrips/gil).
13+8+3 is 24, not 23 :p
This also doesn't take into consideration rings, for example. Sure, you have at least two classes/jobs sharing types of accessories, but... Then you have those issues where you're still levelling some classes because you only have one or two DoW/DoM at 60... and all of a sudden, you only have room for 12 sets.
This has admittedly been an issue for a long time, due to gearsets using two rings, yet ring box only supplying the same amount of armoury slots as other gear boxes, but it hasn't become any easier with an additional three jobs.
In the best of worlds, you have everything at 60, so your jobs can share accessories. This means you have VIT, STR, DEX, INT, MND, DoH and DoL accessories. Plus Eternal Bond ring for ringporting. 15 rings. That works. Unfortunately, very few people will be there for a long time.
Constantly carrying around 24 outfits, not counting relic weapons (once they add those in) to do relic stuff while still using the "latest and greatest" for raiding, not counting 'glamour sets in progress', not counting non-glamoured 'civilian' costumes (like actually wearing those swimsuits for impromptu beach parties), not counting spiritbonding sets, not counting seasonal events where you're required to wear one or more of that event's glamour gear, not counting using almost an entire page of your inventory for only rings (24 outfits, with staggered levels, equals 48+1 rings)... It's enough to drive almost anyone insane.
Switching out gear would be a hassle, since you'd have to move things in and out of the armoury to be able to switch the weapon...
For a game that prides itself on "you can (and should!) level all the classes in this game", they provide an abysmal number of armoury slots ;_;
I hope they don't put the new craft gear upgrade item into Alexander savage
I'm just happy they provided two ways to get endgame crafter gear like they promised. You can either craft the i170 stuff and fully meld it, or you can use scrips to get the i180 unmeldable stuff. Before melding, the i180 chest has 5 more control and 14 more craftsmanship than the HQ i170. I wonder what the meld caps are...
Tis a fair point. My current idea on how I'm going to do things is Red scrip my crafter sets. Then if I want more power (or have the gil for it) I'll craft and meld/overmeld the 170 stuff. Of course this assumes the red scrips are not too difficult to get. >> Already finding it a pain to get blue scrips...
The red scrips buyable set/tools from NPC is i180 with no materia slots, but you can craft the same sets (they are locked behind master books) and tools that are i170 with materia slots. Most of the mats required to make these are tradeable/can be sold on MB so technically you could collect all the sets without touching the red scrips if you had the gil to buy the mats off the MB and geared enough to craft so there are two avenues to get this gear. You would have to meld the crafted set but it has no time gate except having the materials and appropriate stats.
These crafted sets and tools are also tradeable unlike the red scrip gear.
The prices of these mats are another story.
Having to meld that many sets is kinda gross but what can you do.
I prefer they put it separately. Heck when the old Artisan outfit come with "share-for-all-DoH", I have problem with the glamour lol.
I'm dreading all the separate sets. Yes it gives more glamour options but grand total of 24 sets means that I can't carry my fashion gear set around. Urgh!
Don't forget while there's 25 slots for each gear type, if you have 25 pieces you absolutely can not use gear sets anymore. The game literally requires you keep at least one slot open in each gear page or it will refuse to equip gear sets.
So, we have 24 slots to work with realistically.
I would tend to agree that the space is cramped as it is. I also feel as someone who despised the 8 diff sets with 8 diff sets of melds crafting set. I cannot see the good reason to force us into melding 8 diff sets all over again. I don't need a gil sink I'm not rich. I just need to be able to make things for my fc and family and enjoy playing the game not living on it. I have to say a all around crafting set for all crafting jobs w/o the need to meld would be more efficient. Battle classes don't have this bs to deal with and I play a battle class lol.
No, you can. The only times you run into issues is if you're using the same rings, but in the opposite slots. Say you have Ring A on right hand and Ring B on left hand as WHM, but Ring A on left hand and Ring B on right hand as SCH... That's when you get told "not enough armoury slots" when switching between WHM and SCH...
But switching into a new gear piece, on the other hand, you need to first move the new piece from inventory by switching out some other gear in your armoury, THEN equip the new piece and switch the old piece with the item you moved into the inventory. (This is when your armoury tab for that body piece is full, of course.) It used to be that you could just drag the equipped armour directly into your inventory, but now after one of their patches (not sure if it was 3.0 or a later one), this fails 90% of the time. (Same with moving things between your inventory/armoury and Retainer inventory... So. Many. "Couldn't read inventory data" error messages x_x)
And if you've neglected to update some gear sets when switching out old armour bits with new ones in your armoury? (Say, if you upgrade your DEX accessories while on your Bard, then try to switch to your Ninja gearset.) Especially if it's been a while and you've forgotten which pieces you've switched out? Gotta clear some space from all full armoury tabs so you can change to the gear set and get told that some armour pieces are missing...
So much hassle ^^;
I really don't want to have a meldable set for every crafter / gatherer again. I much prefer one set of gear for all crafters as both the inventory requirements and the cost of full melding becomes highly irritating when each is separate.
Is it possible to reach 2 stars with the lvl 60 crafted gear HQ with materias and maybe some ilvl 170/180 tools ? That would solve a lot of issues.