Just a little idea to give crafted gear a bit more value other than as glamor. If you are a crafter and you are wearing your own crafted gear, it receives a bonus, maybe 5-10ish iLvls. What do you guys think?
Just a little idea to give crafted gear a bit more value other than as glamor. If you are a crafter and you are wearing your own crafted gear, it receives a bonus, maybe 5-10ish iLvls. What do you guys think?
ilvl is a 100% meaningless stat for DoH/DoL so not sure why it matters?
I think he means that you'd recive a bonus on your DoW/DoM-gear if its crafted by you.
And I say no to that. 5-10 ilvls are a lot and this would hurt the market aswell as force people to craft who actually dont want to just to squeeze out those stats. Those people who want to craft (and maybe, like me, take pride in wearing gear with their own nametag) will craft. And you already have the bonus that you dont have to pay for your gear.
You already get the bonus of HQ stats if you crafted it. Sure, you can buy it HQ off the marketboard, but then you're paying money and missing out on EXP. I don't think it's worth adding a separate system to give another boost on top of that
I could see it working like the "Set Bonuses" for GC gear. "Wearing 2 pieces of HQ crafted gear you made, get +1 Defense" :)
1) Specialist lock-outs, which so far appear to kick in whenever new crafter/gatherer gear comes out. Basically, the only way to make all of your own gear at this point that's BiS is to switch Specs multiple times.
2) We don't need boosts to stats or item levels. I am fairly certain that lv70*** stats will be 1600 craftsmanship and 1470 control, and we're able to reach that just fine with current gear, even without the +20 to both for Specialists.
3) If we crafters do need boosts to anything then its success rates to overmelding.
4) If your problem is how the Ala Mhigan gear requires a ridiculous high for stats in order to make HQ then I'm in agreement with you for mathematical/ratio reasons. We went from our usual 12.65 to 14.2:1 ratios (comparing Quality to Control) to 23.36:1, which is even higher than the only other spike to the ratio - items like Darksteel Hooks or Wires where the ratio was 16.5:1. Team Yoshi needs to reconsider the numbers, perhaps, so it doesn't take 80+ steps to make something HQ, but that's about it. A longer fight is not the same as a fun or challenging one; same with crafts.
I know that, but I'm saying that item level determines what you can queue for in Duty Finder, but that's irrelevant for DoHs/DoLs.Quote:
It's also NOT Ilvl that decides gear.
I don't see them implementing something that directly increases combat effectiveness (otherwise all the folks who don't bother with crafting will bitch and moan that they can't have BiS). Now, I *COULD* see them adding something like reducing durability loss and increasing SB rate for things you made yourself.
Crafting in this game is a total joke as it is, the fact you can 100% HQ anything just with stats and a selection of skills makes it predictable and boring.
This would practically invalidate Omega seeing as the iLv would be 5 or 10 higher, would potentially invalidate any gear from the next Ivalice raid too if it were 10 iLv higher. On the other hand, also means crafted gear is more relevant for the long term.
Yeah, but not the way most crafters would like it - at least I (as omni-crafter myself) would like crafted gear to be relevant so that I can make a profit by selling it on the marketboard, not to give myself an advantge in Savage.
This might work to make crafted gear more relevant, but not the selling of crafted gear - quite the opposite: people who are now buying gear would have to make it themself... and since I'd like to make a profit I actually want as little people as possible craft endgame-gear, if I can be so blunt. (Call me selfish, if you want, but thats what crafting is all about: making money. And we cant do that when everyone has to make their own gear - its also bad for those people who dont like crafting, but raiding.)
And in the end I dont see why crafters need to be more rewarded anyways - we dont have to pay for gear, we can repair our own gear whenever and whereever we want, same goes for melding. And seeing the current state of endgame-crafting: its hardly difficult or an achievment or anything special to HQ the 320er gear. There are two-step-no-food-needed-macros out there - there are macros out there, so most people dont even bother developing their own rotation. Crafting is braindead easy, if you want it to be. Pressing two buttons after copying someone elses rotation is hardly worth being rewarded with an ilvl or stat-boost.
Well, crafting as is is pretty easy. So to give a huge advantage like 5/10 item levels, which naturally means higher vit, main stat and off stats, is kind of inane. It would kill the normal raid and potentially make the odd patch raids DoA. I don't agree with an item level boost for something I use two macros on and be done with it. So the feeling is mutual, it would only benefit for a short period of time before it becomes irrelevant again.
Wait how would you rather it be? RNG? Because you don't have much control over anything other than your stats and skills (whether it be in crafting or combat) and from what I've seen the reason why people like crafting in XIV over other games is because of how much in control the player is and how little is left up to randomness.
Having a bonus attached to making your own gear does seem like a nice incentive to actually go out of the way to make it. Just the iLv boost vs the boost for HQ is pretty great to warrant many people going out of their way to attempt however many times to make it on their own, and get the HQ when/if they aren't confident in doing it in the first place.
May seem dodgy, but I'd probably go more along the lines of it's far too scripted. Precise Touch? Sorry what's that ability again? Progress should be a guarantee, but quality should never be guaranteed to 100% It at least eliminates the macro everything mentality players have. This expansion we've been seriously spoilt if people are doing Maker's Mark macros. Sadly not everyone likes this mentality though. Apparently we should be able to craft specialist, and high-end recipes (starred/master book level) just as easy as we can make Bloodhemp in fully melded i290. But all players have their own experiences and rotations to go by.
Macro isn't bad, it's meant to save time not auto make everything. The bad mentality is the copy cat mentality, copying rotations without understanding the numbers, skills and what they do. Same as cheat sheets and -must watch- videos. I blame more on the videos since someone will always spoil in the comments then people start stalking to see your stats. To be fair, 290 set is an entry level crafting for dow/dom gears. I just smiled and look away when they screamed about making 320s and have no clue what whistles are. It's not the system fault tbh, more of ppl abuse at their own cost of getting fully melded. I made 320s starting with the bare minimum 1320/1220.
Wearing your own crafted gear already gives you a bonus. It's called bragging rights, for what that's worth.
Given current design elements, this would be a terrible idea. Being an omnicrafter would pretty much become a requirement for progression raiding, and people would have to choose which specialists suit their needs the most or cycle through crafter souls to make all the gear needed.
But then it just becomes yet another heavy load (and one that is not combat at all) on serious raiders. I wouldn't want to see the day when Savage raiding requires you to have 3 specialist crafter classes at the level-cap as well.
Honestly I think gil making is the perk already given to crafters. Yes there are non-crafting/gathering ways to make enough gil, but they're nowhere near as efficient as a proper crafting setup.
If you really want to add some perk to crafting your own gear, I suppose letting crafters "activate" an extra materia slot on gear they crafted themselves (and that binds the gear so it can't be sold) should be a strong enough perk.
Yeah they need stop doing that, 60 steps is bad enough. If you make all your materials, attempting to HQ them so you get better chance on the gear itself, even 60 steps per craft results in 20 mins approx per synth.
I know a person that does not do them, just because the time it takes is too much, and rather just make stuff that takes 30 sec to 1 min.
For someone bringing up 290 AF vs 320 NQ, the 320 NQ has more prime stats but the 290 has more damage on the weapon.
For stat bonuses using your own gear, no. Maybe some kind of cosmetic difference, like a glam effect, but added stats in that manner just harms the game, as others pointed out