
How is that any different from ARR crafting? o_OSo what is the purpose of progressing your crafting then? You craft super awesome crafting gear so that you can craft...more...crafting gear? So once everyone gets their crafting gear done and ready, then we all promptly stop crafting because there's no purpose to it?
Cooking and Alchemy for consumables, something for furniture, and that's the only reason to craft?

Stupid stupid policy, by the way.It seems to be Square's general policy to have the best crafted gear still not be on par with the best raiding gear. That said, aren't red scrips coming along with the other end game currencies? I wouldn't doubt if there's a new master recipe book to go with it. Perhaps that will have recipes more to your liking.
Itemization needs all the diversity it can get. If you want people to do the content, just make stuff craftable from boss drops.

I definitely didn't say that ARR's system was right, either. But at least there were accessories you could make that were good for raiding because of the ability to meld them and that sort of thing.
Being able to craft something at least competitive, or an alternate version of stats or something like that would be nice. So that you can sell things/manufacture things for other parts of the game than the crafting bubble.
There has to be reasons for crafting other then just crafting...it goes against the whole principle of advancement. imagine if you didn't get loot for raiding, and the response was, "Hey, the raiding in itself is the reward!" I think the key is balance...provide a reason for crafting to co-exist with raiding. an example would be a specialist recipe that allows you to add a meld slot to an item. or perhaps allowing a specialty to manufacture (or improve upon) materia that you can add to end game gear. or allow the crafts to create a few slots items...belts or wrists or something like that. create areas where crafting can insert itself into raiding, and vice versa.
Now, im not a fan at all of requiring crafters to raid, or raiders to craft at all. which is why the items need to be interchangable. and at the least, allow crafting to set the stage for high level content. like the item lvl disparity shouldn't be 20 levels atm, should only be perhaps 5 or 10.

Wait 3 weeks. Blue scrip gear is NOT endgame gear. Red scrip gear should be equivalent to law gear and a bit better once overmelded.


Blue scrip gear cannot be melded. The token-bought Artisan set cannot be melded.
What makes you think red scrip gear will be meldable?
The top crafted gear is not i160, it's i150 for amost every part.
The only exception to this is the i160 chest peices.
Most of the gear in the "master" books is trash.
Hope you don't mind me asking but what is the point of ilvl150 HQ crafting gear (chimera gear) when we getting a new one so? Is it worth spending money on that? Or better to just wait?
Red scrip's gear will be locked by weekly limit. You'll be able to farm only fixed amount of red scrips each week.
If you'll decide to use only red scrip's gear, your overall gear progression will be slow.
In market terms, if there are any recipes you can't HQ-craft without high-lvl gear right at the start of the Alexander (Savage), you will lose opportunity to sell them for high prices because of the low supply.
It's either you get expensive BiS crafting gear with melds right from the start (but you can craft high-lvl recipes right from the start and sell them for tons of gil), or you get cheap red scrip's gear after certain number of weeks, when the market for those high-lvl recipes would be almost dry. Anyway, it's just a speculation, because we don't know anything about the gear or new recipes (if there would be any new ones at all with the release of Alexander (Savage)).
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