-._-. I wanted to gather and craft cuz i dont raid.
But now i feel like im tackling t13 in crafter gear.
Just waiting to get flattened by the amount of earth shaking grinds we need to do.
-._-. I wanted to gather and craft cuz i dont raid.
But now i feel like im tackling t13 in crafter gear.
Just waiting to get flattened by the amount of earth shaking grinds we need to do.
When I mathed it all out, it was only 7m in mats for enough seals for the chest piece and ~3-4m for each other piece, for a total of ~20m for your left side, plus another 10m for your main hand, so 30m. That's not that much, right? You can easily make 30m back crafting endgame items for a single craft! And it's only 240m for every craft, everyone who tries has that much. It's totally cheaper than the extremely expensive fully melded artisan's gear we had in 2.55. That was 1m per piece, plus 20k in materia (more for chest, like 500k), plus a small grind for the Lucis main hand. It was what, 10m to be a full omnicrafter in 2.55? No one could afford that! They said they wanted endgame crafting to be more accessible, and they totally did it. Now you can cheaply grind out gear by actually doing crafting instead of spending millions to just get it and meld it.
The above paragraph is not sarcastic at all!
Last edited by Nyalia; 07-24-2015 at 03:13 AM. Reason: Whoops, forgot belts weren't class-specific, fixed the math
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Love itWhen I mathed it all out, it was only 7m in mats for enough seals for the chest piece and ~3-4m for each other piece, for a total of ~25m for your left side, plus another 10m for your main hand, so 35m. That's not that much, right? You can easily make 35m back crafting endgame items for a single craft! And it's only 280m for every craft, everyone who tries has that much. It's totally cheaper than the extremely expensive fully melded artisan's gear we had in 2.55. That was 1m per piece, plus 20k in materia (more for chest, like 500k), plus a small grind for the Lucis main hand. It was what, 10m to be a full omnicrafter in 2.55? No one could afford that! They said they wanted endgame crafting to be more accessible, and they totally did it. Now you can cheaply grind out gear by actually doing crafting instead of spending millions to just get it and meld it.
The above paragraph is not sarcastic at all!
http://i.qkme.me/3uy3h3.jpg
No worries. You'll make back that 240m (or like one hojillion hours of playtime if you're producing all the materials yourself) in no time, when you sell all of that incredible, cutting edge battle/magic class gear to - oh, right. I forgot. There isn't any, and there never will be any, according to SE.
But it's going to be a fun experience, right? An amazing journey. Enjoy the maze with negative cheese at the center. That's right, my little rats - when you get to the destination, you'll discover you've lost cheese. But you'll have that beautiful AF to look at, which you can use to craft... Uh... Right. Nothing. I keep forgetting that part, because it is so profoundly dumb.
Don't be silly! You'll use it to craft MORE AF! That no one will buy! But gosh, won't you feel special, having a full set of it up on the MB with your name on it for all to see?
That seems to be the intent. Slight simplification, but:
DoW/DoM will do battle content to get better equipment (for their main DoW/DoM) to do harder battle content to get better equipment (for their main DoW/DoM) to do harder battle content.
DoH will craft to get better better equipment (for their main DoH) to do harder crafts to get better equipment (for their main DoH) to do harder crafts.
DoL will gather to get better equipment (for their main DoL) to gather harder items to get better equipment (for their main DoL) to gather harder items.
Everything gets segmented off nice and neatly with no cross over or interaction.
Yeah, uh, here's the problem with that...
DoW/DoM's "endgame" at least kinda changes. Different classes w/ different playstyles and purpose, fights with different strategies, being able to interact with the 7 other people in your raid group, and so forth.
DoH/DoL endgame is pretty much the exact same as DoH at 53 when you get Precise Touch, but with higher material costs and gating. DoL endgame is uh... 99% identical to DoL at lvl 1... But with more running around and gating.
I guess that... fine... aside from that fact that the "fun factor" ratio is skewed out the wazoo. Under this implementation endgame crafting and gathering is not fun, but requires almost the same (or more) amount of WORK... not skill, WORK, as the combat endgame... Seems a bit strange no?
I was *just* saying this in one of my LSs. This eternal end-game loop doesn't function for gathering and crafting, at least not in a fun and engaging way. These are roles that people take up for a purpose--generally to create/gather items for *others* to use, thus creating an economy. Gatherers can still gather items for crafters, but crafters now produce superfluous items only for other gatherers and crafters, thus creating a loop that essentially has no external purpose.Yeah, uh, here's the problem with that...
DoW/DoM's "endgame" at least kinda changes. Different classes w/ different playstyles and purpose, fights with different strategies, being able to interact with the 7 other people in your raid group, and so forth.
DoH/DoL endgame is pretty much the exact same as DoH at 53 when you get Precise Touch, but with higher material costs and gating. DoL endgame is uh... 99% identical to DoL at lvl 1... But with more running around and gating.
It's such a shame at the end of the day because there was so much potential.
Thus far i was actually having a blast with DoH. I like the way thing got more challenging with 35/70 durability and good proc strangling, i know that sounds weird but it forced you to come up with new rotations and ways of thinking. The collectibles system is a great idea, again with so much potential that ended up being just a flat money wasting grandest.
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