Hello everyone! I've been doing some searches around Stormblood Crafting system and only found speculations. Please there's any real source regarding what will become of our Crafting System in Stormblood?
Printable View
Hello everyone! I've been doing some searches around Stormblood Crafting system and only found speculations. Please there's any real source regarding what will become of our Crafting System in Stormblood?
there is no definitive info as of yet. i believeeee as far as we know the scrip and specialist system will remain. and new recipes and things to gather of course. that's it.
It's alright I guess, thank you. Seems that secondary things like the crafting system is not a priority, so I guess we will find out in Stormblood release or some patches after that.
I can only imagine the new lvl 61+ recipes requiring multiple extra materials, just for the sake of faux-difficulty, like they did with Heavensward. If HW required 3x materials, I can only imagine Stormblood requiring 5x-10x the materials.
Seriously, a single dragonskin should make three pieces of leather, not require three dragonskins to make one piece of leather.
They haven't explicitly stated any changes but some may be inferred from other statements.
When SE brought up pruning skills back and combining others to make room for the lv 61-70 skill they focused exclusively on DOW/DOM classes for examples, they never mentioned crafting but they also never restricted the changes to just DOW/DOM. Crafting classes seem to have more free space on their toolbars than combat classes do and they aren't under the same kind of time or reaction speed limitations that combat classes are under so there's more room for skill bloat there. That said I'd be surprised if crafters didn't get some of the same treatment; I think there's room for refinement and pruning in our skills.
There's a live letter next week, maybe we'll learn more then? We're less than 2 months out now, more info should be coming soon. Please look forward to it. ;)
You wanna know why? This is why...
http://oi68.tinypic.com/2j3s5f9.jpg
Custom delivers are going to be the next thing for crafters during Stormblood, will see what they gate behind them (if anything). Other than that I don't think any big change is coming, at least for now, crafting is in a very wierd, and niche, place right know: big time commiment require if you want to become even a basic crafter (all DOH/DOL and retainers) and/or too expensive for our regular joes due EU/NA prices (even basic stuff).
My hope is a redesing to make all DOH independant from each other like CUL so anyone can participe.
And here i'm almost finished getting my 3rd character up to 60 having 2 already at 4 star level. :P
guess i have no life
Based on the current Custom Delivery crafts.... I think the biggest thing we can expect in SB is for normal crafts to get knocked down to 60 durability (and possible materials going down from 35 to 30). Right now they're at 70 Durability, and in 2.0 they were 80 Durability. The tools SE gave us in 2.0 were so ridiculously powerful and useful, they only real way they could increase the difficulty of crafting was to give us less durability. For all the skills we got in HW that don't pertain to collectibles, only Precise Touch and Makers Mark might stay on my hotbars. And unless Masters Mend II gets a trait to reduce CP cost and reduce durability restored, it may fall off people's bars also depending on how useful spending 160 CP to restore 55 durability will be with the new tools/rotations at 70.
Hopefully they find a way to make specialist skills more appealing.
Also, Brand and Name skills for the different elements can be useful I guess since SE did lower the CP cost of Brands. I've never used them myself and have no issues with 4 stars using Rath's still so... to each their own.
And I really hope we see Desynth come back into relevance. People who leveled it kinda got shafted when they completely did away with Primal Based Demimaterias for crafting primal weapons, which means the only real novelties desynthers got in HW was getting glass fibers from scrip gear (not a huge deal since you could get them other ways) and Stiper Stones (the ONLY desynth exclusive item added in the entire expansion, also used for absolutely nothing). Anything else you needed desynth for you could accomplish with 2.0 levels of desynthing. Well, guess I'll head back in game, still need to grind my skills up to 220 so I'm at least ready for the starting line of 4.0 desynthing, cuz you know, just in case it's not a forgotten system that was only implemented into the game to give us a new thing to grind so we could accomplish 1 step of the relic quest.
If you'd had that 3rd character ready to go when 4 star recipes came out, maybe. This late in the game though, you're casually getting ready to be an omni specialist for 4.0
I am hoping they get rid of the cross class stuff in crafting as well. Why do I have to be a master chef, to be a master goldsmith???
I would like to see the crafting classes get a similar treatment to the combat classes, where "must have" skills are available to all classes without having to cross-class them. Who doesn't feel that Careful Synthesis II or Byregot's Blessing aren't mandatory for crafting?
Also not a fan of the Specialization. Sure it gives a bit more craft and control, but you can't plan macros for all of your crafters around Specialization skills.
I don't really see much in crafting that needs updating other than inner quiet allowed to have more the 11 stacks. A few extra cross class skills spaces would be nice but that is being lazy. The scrips should be thrown out along with the guy that thought it up. Start of HW to patch 3.2 was run in circles hitting nodes hoping RNG likes you for 15 minutes then only 5 minutes. With a little luck you could craft a thing or two. Once done crafting was useless until the next week. With 3.2 the went back to tome mats as they did since the start of 2.0. Which was a much better system. Maybe they could toss mats in like they did with Allagen mats in coil. That was a decent idea, it did reduce the supply but there was no weekly cap keeping top crafts value up. Last buying books with scrips was lame. I liked the token turn in to get the books that we had in 2.0. Felt more accomplished. Though maybe use a cheaper mat this time cause a lot of fails was pricey.
Tokens for books bk in 2.0 was just a harder version of collectibles for scripts and scripts for books but like you said script route is extremely cheaper. Someone complained earlier about reducing the cross class abilities AND then also complained about specialization....sounds like you'd prefer a new system called where there is only one crafting class that makes everything in game.....no thx....SE is trying to figure out ways to distinguish the classes yet keep them interdependent. And currently not being able to fit all the same cross class abilities and the idea of specializations is a step in that direction. IMO it's not a perfect step....but it's something. Also in my opinion they could make the classes a bit more unique by NOT allowing all abilities to be cross classes. RIP to generic macro but it would make crafting classes feel different and niche.
I would like to see specialization take a less RNG route. Besides the stats boost and innovative touch....(and obviously exclusive access to certain recipes) the utility of specializations currently are Way too RNG for minimal gains. Even with delineation (25 scripts for just 1?? Expensive skill that's also rng......) note: a quick fix to delineation would be to make it guaranteed 4 favorable conditions. The POTENTIAL of 4 guaranteed conditions under whistle while you work and the usage of precise touch and or the CP gain?! OP. It would make it worth spending the extra time to making a collectible JUST to gain those benifits....
Despite my note, I DO NOT think specialization should be rewarding if only used with my suggested OP delineation...they need to find some marginal benefits for the system itself over that of non specialists.
I think this is where SE is struggling...bc they don't want there to be ever 100% chance of HQ without having beyond max stats for top tier but they need to find a way that makes specialization give you the highest chances of HQ and progression comparable to non specialist...
It just came to me!!!!!!!!! This is a way to fix specialization and not have it be OP or not combersume... make whistle while you work an automatic startup and of course cost no initial CP. This would allow current Marcos to be unaffected and manual synth gain the benefits of the more CP efficient specialization skills.
No.... this still would not be enough....bc it would require 2 favorable conditions (which is the RNG issue in the first place) before you could optimally obtain the benefits of specializations.....
BBOOOM!! I fixed it!!! Start whistle stack at 9 instead of 11!! This would give manual crafting immediate access to 50% progression and satisfaction (nymial wheel becomes even more relevant esp if they go to the less durability route) and also current macro that use flawless or MuMe followed by PbP would be unaffected!! Better still you could macro a trick of the trade followed by satistifaction be your second skill in rotation (very minimal macro gain....but something.... the game isn't designed around optimal macros anyways )
My suggested fixes to specialization sound a lil bit OP?.....
Nym wheel (with favorable procs) is already best CP/durability skill in game with precise touch coming in close second. (Some ppl wanna say maker's plus flaw is,number one but actually it cost 20 cp and at best marginally more than 1/3 progression so it's like a muscle memory + 1/6 master mend2 )
But nym wheel would be a flat minimum of 18cp/20 durability!!(obviously you'd have to use that free satisfaction up first).
It would not be broken bc you would only have one use of nym wheel if they removed whistle as a skill that you could initiate.
One more change..... add the benefit of precise touch to trained hand without the favorable condition requirements (simply matching whistle and inner quiet stacks still cost 32 CP still gives 150% progress and quality but now also an additional inner quiet stack!!)
Changes like these would make specialist crafting STICK OUT but yet not be completely free and broken.
Lastly these kinds of changes would make manual crafting less dependent on cross class skills which was the original reason for specialists
- Bye bye Blue scrip, red stay and we got a new one: yellow! Also no longer weekly cap.
- Underwater gathering for all classes and spearfishing is back.
- New traits to increase GP recovery.
- All HW system will stay with tweaks (probably spec is going to be more usefull).
Not bad, but those cap removal... some people are going to farm themself to death.
A34: Yes. The name is tentatively known as High Materia V, and we plan on making them easily obtainable, but they are quite powerful so we plan on restricting advanced materia melding to one time only. We plan on making regular materia more easily obtainable as well.*
*Advanceds Meld* that overmeld right?
So the dol body got 2 free melds then overmeld starts. That mean you can have 3 of theze Vi on it?
I'm not happy to hear they insist on clinging to the awful Specialist system.
Well with no weekly limit, you are free to change your specialization as much as you want, it comes down to if it's worth it to you to stock up on the 480 scrip item to change whenever you feel like or not.
They are giving the players the option and for those who have leveled 3 seperate characters to have 2-3-3 specialization, they may just focus on the one char now and go ham with stocking up on the "Soul of the Crafter" to change as needed.
Surely us nerd crafters will be lvling crafter among our firsts to 70.... but I feel an SE shafting coming our way in the form of msq and side quest giving away HQ gear as a reward........ making the HQ lvling gear market trash again the way it was when heaven first came out....... meaning only gatherers (and those with both gatherers and crafters) will survive the gil sink coming....which I find to be sooooo unfair bc msq and side quest and class quest did NOT give crafters/gatherers HQ gear rewards nor do DOL/DOH have dungeon drops gear......please SE leave the HQ lvling gear to us crafters!!!
HQ gear should be reserved for those ppl that want max stat at their respective lvl--meaning ppl that can make it or buy it. The rest of the players should be sufficed with dung gear and nq......giving everybody HQ severely diminished its value
You can't win everybody over. But SE doesn't want the omni crafter, they don't like it and it potentially dangerous for marketplaces across the realm (I think we said all this before in another forum).
However i do agree the current iteration is sloppy, marginally useful and trapped mostly behind RNG....hardly a specialist more like a power RNGer
I never intimated the thought that disciplines of land and disciplines of hand should get dungeon drops. I think what they meant by that is everyone participating in that particular dungeon run you'll get something at the end. We on the other end we will get tomes as our Dungeon Drop for end-game crafting.
You are sooo right....with everyone guaranteed a drop in dung why marginalize crafters even more by having quest reward HQ gear...
Also consider progression unless SE has some triple bonus coming up or significantly reducing xp needed from lvl to lvl ppl will be in one set of gear for a while which lends well to upgrading gear upon lvling to "feel" like you're progressing.
Note: an issue with NQ is the stats are almost a full hair beneath the raid ilevel prior (ex: nq 250 crafted is just under 240 Alex gear). And I remember them saying that stormblood stat prgroession won't be as big as heavenward........so you have to wonder how much difference can lvl 61 be from 62??
Note 2: enlight of the stat progression, A Realm Reborn's top 50 raid gear was BIS until level 53/54..... so how long is this 270 gear good for?? (How boring will that be if we have to wait 3 to 4 levels to get new gear worth anything.)
SE does seem to follow a pretty consistent trend of ruining portions of the market for crafters (usually what I happen to be selling at the time). I wonder if there is an actual logic to it, or if it's just an oblivious disregard to how it affects that portion of the player-base.
Honestly I think SE wants ppl to get thru MSQ seemlessly by havint optimal gear (at least that seemed to be the goal during heavenward). Maybe this time they dont shaft us....or they go the same route and do give aways to get ppl thru the story; then we're at the mercy of 2nd and 3rd go around players....that will probably skip progression gear anways....lulz
There's nothing wrong with the omni crafter. Putting in a system that puts limits on the classes you can take to full potential goes completely against how they have everything else set up. The problem is that they don't make the single crafter viable enough. Their solution was to punish the omni instead of uplifting the single.
That's a cute way of putting it....but outside the SPC system any perk they offer to the solo crafter gets multiplied by 8 for the omni crafter... so yea.. but check out the 9th entry post i made on the Specialization thread where I gave a clear example how OP omni crafter is in comparison to solo crafters and solo crafter/gatherers.
http://forum.square-enix.com/ffxiv/t...specialization
Actually, claiming the omicrafter "OP" is denigrating and denouncing the extra work that went into the upgrade from solo crafter to omnicrafter. Its not like there is an equal amount of time and energy spent in becoming either one; the extra work required to become an omnicrafter should be met with the reward of being more powerful and more capable than as merely a single crafter.