I've managed to get all 3 hq items from 6 fieldcraft 3's, on 1-2 crafts. They really arent difficult if you are using a proper rotation/method
I've managed to get all 3 hq items from 6 fieldcraft 3's, on 1-2 crafts. They really arent difficult if you are using a proper rotation/method
Again it would mean people could 100% HQ everything, as people would just start using Rumination.Okay, how about this:
Increase the amount of CP Reclaim uses, decrease the success rate to 70% BUT have the success rate affected by steady hands? Or something along those lines.
Means you would have to expend a greater amount of CP to use, including having the 25cp for SH2 for that 100% rate, meaning you would have to make a tactical decision early on whether to keep going or not.
A 90% Reclaim, that actually felt like 90% would be better xD Last 3 times i used it, mats lost ^^
No, it shouldn't end synth. After you use it, you may randomly get some procs when going to break it, and you just continue and.... HQ it anyway.
And no, it shouldn't rely on SH/SH2, that's completely terrible. Instead of 55 CP that's now 80 CP to hold in reserve. And this is why you struggle with 4*, by not thinking things through properly.
Let's not forget that Reclaim doesn't refund the shards/crystals/clusters even when it does succeed. Sure it's not much, but if you have to Reclaim several times it adds up.
And yea, I've heard a few crafters say they had books take over 10 sets tries because Reclaim kept failing.
Care to elaborate?
But then this is TWO skill you HAVE to take. Some jobs it's hard fitting in Reclaim without dropping something. And forgive me if i'm wrong but as far as i can recall 2* were always 100% once you got your gear up to the required level. Never really a challenge.Again it would mean people could 100% HQ everything, as people would just start using Rumination.
A 90% Reclaim, that actually felt like 90% would be better xD Last 3 times i used it, mats lost ^^
Well that's not why I struggle with 4*stars ... in-fact i don't think many people struggle with 4*. It's the recipe book trade ins that people are pissed with.Instead of 55 CP that's now 80 CP to hold in reserve. And this is why you struggle with 4*, by not thinking things through properly.
80cp held in receiver is exactly why i am suggesting the idea. Mean you have to decided earlier wether to reclaim or not. More tactical thinking was what i was going for. Anyhow this is just bouncing ideas.
Feel free to chip in anything better :P
Last edited by Katchoo; 01-01-2015 at 05:18 AM.
I don't follow the point of increasing the cost of Reclaim if you are already nerfing the percentage. Coupled with Rumination you can basically draw a seemingly failed HQ to the very end to see if you get a lucky Excellent proc and still burn your IQ stacks for enough CP to Reclaim. Increasing the cost just means you'd get 1 less step in your synthesis at the end.
You second point is in line with what I said above. If you suddenly need another buff to get Reclaim to be even usable then you are reducing the versatility you have to do other things. And yes, I think 70% on an unbuffed Reclaim would be unusable.
Keep in mind Reclaim is a skill you never want to have to use or cross class.
You already have to take two skills: Reclaim and Rumination.
Also 2* is a bad example. I don't think anyone was pleased that 2* recipes could be HQ'd with all NQ mats. The only challenging one's for when it was current content was probably the 40 durability recipes (ex: Darksteel Ingots).
Honestly as far as Reclaim is concerned the only change I'd want to see would be having it have a 100%, considering shards/crystals/clusters never get refunded any how. Even this I don't know if I'd really suggest though. I just think other skills really need attention more than Reclaim. Flawless Synthesis comes to mind.
Last edited by Sibyll; 01-01-2015 at 06:08 AM.
This thread is talking about skill, I fail to see the skill in being able to 100% HQ the hardest crafts in game using NQ mats and a macro ^_-
Imo reclaim is fine as it is, an emergency button with it's own risks.
Lets face it, we can't have it both ways in the current system. It's RNG or no RNG. My idea of adding skill was with the use of knowing when to use reclaim, and by making it more costly in CP was the only way i could think of doing this.
The current system requires skill, if you take away RNG, you also take away any skill involvement.
The issue I have is that it's possible to have made all the best/correct decisions given the hand you are dealt and still fail because the game decided you failed. This reality tells me that skill is a close second to RNG.
I understand that the skill of crafting is in how you respond to the situations you are given, but when you fail 70% of your Hasty Touches and then fail your Reclaim it's hard to reflect on the situation for self-improvement.
Last edited by Sibyll; 01-01-2015 at 02:15 PM.
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