Yeah, then I'm still in the same boat. I'm still going to be required to run dungeons to get the tomestones. And unless the crafted gear is better than the gear you can get via myth tomes, then nothing has changed.
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Everyone thought paid retainers and fantasia would be the end of it.
You were warned.
Cash shop in, TrystWildkey out.
you don't need tomestones for the high level mats. You can also get them from treasure hunting or in the MB (the prices have fallen since treasure hunting)On the opposite side of your preference, I prefer to not have to dungeon grind for my gear. Which is why I leveled all crafts. Then, I found out that even if I wanted to craft my high level gear, I would be required to run dungeons to get tomestones. And if I'm running dungeons, I might as well just get darklight. Which is what led me to my current frustration
Unless they put the new tomestones and the new highlevel mats also in treasure hunting.EDIT: I should also add, that earning gil is really not one of my goals. I craft because I enjoy it, and because originally, with 1.0 and 1.23, it was a great way for me to be able to contribute to my ls since I'm not one of the better players with regard to dungeons and raids.
Last edited by Felis; 03-12-2014 at 09:25 AM.
Please learn the definition of the word "currently". It means "at this very moment" or "in progress right now". Currently they don't have plans for end-game based crafting content. Currently they are focusing their efforts on other content. Currently they likely don't have definitive plans for a whole lot of future additions to the game. Does that mean that these untold features will never make it into the game? No... it just means that currently they don't have plans set for them... whatever the hell they may be.
They did not say that they had absolutely no plans to ever expand crafting ever for the rest of the games lifetime. They stated that at the current time they have no particular plans set out.
I hope crafting never become anything in this game.
Agreed, I enjoyed hamlet defense, as it was the only content in the game that took crafters and gatherers and put them in a party scenario where they could provide supportive roles.I wish they would reconsider making DoH/DoL as actual classes again, like being able to actively participate in end game content like 1.0's hamlet defence. That was such a unique experience.
It's such a waste of potential to develop the classes so much, only relegate them to playing passive roles end game.
Additionally, I think if SE ever implemented something along the lines of GW2's world vs. world mode, they could be used for gathering supplies for a base and using said supplies for building siege weapons, fortifications, etc.
I agree though, that crafters have kinda been given the shaft lately. Some things I would like to see happen:
- implement content that requires crafters and/or gatherers to form a party and cooperate together somehow
- bring back the ability to repair other players' gear
- remove stat caps on melds
- introduce materia that does not involve stat-stacking, but provides other combat bonuses (for example, inflict Poison on critical hit, 10% chance next spell costs half MP, 10% bonus damage vs. undead, etc.)
- allow materia to be melded to dungeon gear
- Allow dungeon gear to be converted into materia. Make high ilvl gear the only way to obtain tier V materia so that players will be motivated to continue to do older content to obtain them.
- Raise the max ilvl of crafted gear to match that of current max ilvl dungeon gear, but make max ilvl crafted gear extremely difficult to craft and/or obtain items needed to make them (for example, an ADS frame for ilvl 100 tank body, etc.).
- when a melded piece of gear is converted into materia, increase the tier and/or quantity of the materia received
- If a piece of gear has 5 melds and is 100% spiritbound, give the option to turn it into an unmelded "aetherial" version of the item that retains the same stats and has a higher ilvl proportionate to the stat bonuses. The aetherial item can then be melded AGAIN, but with some sort of crazy risk involved (meld success rates are cut in half, require multiple carbonized matters per attempt, etc.).
- introduce new craftable housing decorations during seasonal events (for example, Christmas trees, snow to cover the lawn, jack-o'-lanterns, etc.).
- Have crafting and/or other gameplay aspects play a larger role in upgrading relic weapons (or possibly other items). For example, to upgrade a Holy Shield Zenith to the next level, you would need a Lv50 armorer with max reputation with the Kobolds in order to gain access to their forges and make O'Ghomoro Darksteel, etc.
Last edited by Tetsaru; 03-12-2014 at 09:59 AM.
Because not everyone who plays an MMO wants to dungeon crawl all day.
They seem to have taken the position that "Crafting can be either the way to get the best gear, or not the way to get the best gear, and we want it to not be the way to get the best gear".
That means that most people, in seeking the best gear, are going to avoid creating gear, even as a stepping-stone. If its not the best piece, why shoot for an intermediary?
What they need to do would be to offer Untradable materials and recipes, that yield dungeon level gear, that come from dungeons. IE - I run WP, I can get i55 gear as drops. I should also be able to get a crafting piece from there that cannot be sold to players, but can be used to create that same i55 piece.
This would allow people to gear up easier (hello casuals) as long as they had the right crafting classes also leveled up (which is so easy, a caveman could do it - unlock Quick Synthesis and just QS a ton of mats or something if that's what floats your boat). Need to run a dungeon to get a specific drop, but tired of the RNG dictating that you never see it? A crafter would be able to take the generic drop and create it - but only for himself. No selling i55 WP gear, no selling i60 PS gear, no selling i80 CT gear.
Of course, those who loathe crafting would not see any direct benefit from this - but there would be an indirect one. More people to run whatever dungeon they want to get gear from in the short term, and less competition for the stuff that they want, when it does drop, in the long term.
Mythology tomes already offer i90 gear. The new tomes would offer higher level gear than that. It would not surprise me though, if 2.2 would allow the use of myth tomes to purchase myth mats to make i90 gear - meldable i90 gear - that would be just as surpassed by the new tome gear as crafted i70 gear is by purchased myth tome gear. The only question I have in that scenario is : is the new crafting gear going to require philo or myth tomes for the materials?
Last edited by Roth_Trailfinder; 03-12-2014 at 10:11 AM.
It's funny cause the Hamlet achievements were said to be available in 2.0 and the original talk of Frontlines (the Helms Deep style PvP) was going to include both DoH and DoL, crafters repairing/making siege weaponry, DoL gathering the materials. I hated Hamlet in 1.0 at the time, having to grind it so much for those seals was horrible (dumb Aleport). Now that we don't have it, I miss it because it was unique and it's content this game desperately needs.I wish they would reconsider making DoH/DoL as actual classes again, like being able to actively participate in end game content like 1.0's hamlet defence. That was such a unique experience.
It's such a waste of potential to develop the classes so much, only relegate them to playing passive roles end game.
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn
I don't think crafted gear should surpass gear you get via tomes dungeon loot of the same lv. I think it should be a decent/viable enough for those who can't wait for drops/lockouts.
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